32 lines
915 B
Plaintext
32 lines
915 B
Plaintext
uniform sampler2D _BumpMap;
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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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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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vec4 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2];
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vec4 c_3;
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vec4 normal_4;
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normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
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(normal_4.x * normal_4.x)
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) - (normal_4.y * normal_4.y)));
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vec4 c_5;
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c_5.xyz = ((texture2D (_MainTex, tmpvar_1).xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz)))
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*
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((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
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) * 2.0));
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c_5.w = 0.0;
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c_3.xyz = c_5.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: 23 alu 4 tex 0 flow
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