47 lines
1.2 KiB
Plaintext
47 lines
1.2 KiB
Plaintext
uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xyz;
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vec4 tmpvar_2;
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tmpvar_2 = gl_TexCoord[4];
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
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vec3 tmpvar_5;
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tmpvar_5 = normalize(gl_TexCoord[2].xyz);
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float atten_6;
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atten_6 = ((float(
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(tmpvar_2.z > 0.0)
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) * texture2D (_LightTexture0, (
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(tmpvar_2.xy / tmpvar_2.w)
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+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w);
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vec4 c_7;
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float tmpvar_8;
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tmpvar_8 = (pow (max (0.0,
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dot (tmpvar_1, normalize((tmpvar_5 + normalize(gl_TexCoord[3].xyz))))
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), (_Shininess * 128.0)) * tmpvar_4.w);
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c_7.xyz = (((
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((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
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*
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max (0.0, dot (tmpvar_1, tmpvar_5))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* tmpvar_8)) * (atten_6 * 2.0));
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c_7.w = ((tmpvar_4.w * _Color.w) + ((
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(_LightColor0.w * _SpecColor.w)
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* tmpvar_8) * atten_6));
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c_3.xyz = c_7.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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}
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// inputs: 1, stats: 32 alu 3 tex 0 flow
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