98 lines
3.0 KiB
Plaintext
98 lines
3.0 KiB
Plaintext
uniform sampler2D _BumpSpecMap;
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uniform highp vec4 _Color;
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uniform highp float _Cutoff;
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uniform highp vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform mediump float _ShadowStrength;
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uniform mediump vec3 _TranslucencyColor;
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uniform sampler2D _TranslucencyMap;
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uniform mediump float _TranslucencyViewDependency;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec4 xlv_COLOR0;
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varying highp vec3 xlv_TEXCOORD1;
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varying highp vec3 xlv_TEXCOORD2;
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varying highp vec2 xlv_TEXCOORD3;
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void main ()
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{
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mediump vec4 c_1;
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mediump vec3 lightDir_2;
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mediump vec3 tmpvar_3;
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mediump float tmpvar_4;
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mediump vec4 norspc_5;
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mediump vec4 trngls_6;
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mediump vec4 c_7;
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lowp vec4 tmpvar_8;
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tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0);
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c_7 = tmpvar_8;
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tmpvar_3 = ((c_7.xyz * _Color.xyz) * xlv_COLOR0.w);
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lowp vec4 tmpvar_9;
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tmpvar_9 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
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trngls_6 = tmpvar_9;
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tmpvar_4 = (trngls_6.w * _Color.x);
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lowp vec4 tmpvar_10;
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tmpvar_10 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
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norspc_5 = tmpvar_10;
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mediump vec4 normal_11;
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normal_11.xy = ((norspc_5.wy * 2.0) - 1.0);
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normal_11.z = sqrt(((1.0 -
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(normal_11.x * normal_11.x)
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) - (normal_11.y * normal_11.y)));
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highp float x_12;
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x_12 = (c_7.w - _Cutoff);
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if ((x_12 < 0.0)) {
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discard;
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};
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lightDir_2 = xlv_TEXCOORD1;
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highp vec3 tmpvar_13;
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tmpvar_13 = normalize(xlv_TEXCOORD2);
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lowp vec4 tmpvar_14;
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tmpvar_14 = texture2D (_LightTexture0, xlv_TEXCOORD3);
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mediump vec3 viewDir_15;
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viewDir_15 = tmpvar_13;
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mediump float atten_16;
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atten_16 = tmpvar_14.w;
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mediump vec4 c_17;
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mediump float tmpvar_18;
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tmpvar_18 = dot (normal_11.xyz, lightDir_2);
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c_17.xyz = (tmpvar_3 * ((
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((mix (clamp (
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-(tmpvar_18)
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, 0.0, 1.0), clamp (
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dot (viewDir_15, -(lightDir_2))
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, 0.0, 1.0), _TranslucencyViewDependency) * trngls_6.z) * _TranslucencyColor)
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* 2.0) + max (0.0,
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((tmpvar_18 * 0.6) + 0.4)
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)));
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c_17.xyz = ((c_17.xyz * _LightColor0.xyz) + (pow (
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max (0.0, dot (normal_11.xyz, normalize((lightDir_2 + viewDir_15))))
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,
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(norspc_5.x * 128.0)
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) * tmpvar_4));
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c_17.xyz = (c_17.xyz * mix (2.0, (atten_16 * 2.0), _ShadowStrength));
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c_1.xyz = c_17.xyz;
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c_1.w = c_7.w;
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gl_FragData[0] = c_1;
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}
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// stats: 40 alu 5 tex 1 flow
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// inputs: 5
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_COLOR0 (high float) 4x1 [-1]
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// #2: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// #3: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// #4: xlv_TEXCOORD3 (high float) 2x1 [-1]
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// uniforms: 6 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Cutoff (high float) 1x1 [-1]
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// #2: _LightColor0 (high float) 4x1 [-1]
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// #3: _ShadowStrength (medium float) 1x1 [-1]
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// #4: _TranslucencyColor (medium float) 3x1 [-1]
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// #5: _TranslucencyViewDependency (medium float) 1x1 [-1]
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// textures: 4
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// #0: _BumpSpecMap (low 2d) 0x0 [-1]
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// #1: _LightTexture0 (low 2d) 0x0 [-1]
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// #2: _MainTex (low 2d) 0x0 [-1]
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// #3: _TranslucencyMap (low 2d) 0x0 [-1]
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