32 lines
833 B
Plaintext
32 lines
833 B
Plaintext
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform float _Cutoff;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 res_2;
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vec3 viewN_3;
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vec4 normal_4;
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normal_4.xy = ((texture2D (_BumpMap, tmpvar_1.zw).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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float x_5;
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x_5 = ((texture2D (_MainTex, tmpvar_1.xy).w * _Color.w) - _Cutoff);
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if ((x_5 < 0.0)) {
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discard;
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};
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viewN_3.x = dot (gl_TexCoord[1].xyz, normal_4.xyz);
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viewN_3.y = dot (gl_TexCoord[2].xyz, normal_4.xyz);
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viewN_3.z = dot (gl_TexCoord[3].xyz, normal_4.xyz);
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res_2.xyz = ((viewN_3 * vec3(0.5, 0.5, -0.5)) + 0.5);
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res_2.w = _Shininess;
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gl_FragData[0] = res_2;
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}
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// inputs: 1, stats: 15 alu 3 tex 1 flow
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