44 lines
941 B
Plaintext
44 lines
941 B
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec4 uv[4];
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};
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uniform vec4 _Color;
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uniform sampler2D _MainTex;
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vec4 frag( in v2f i );
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vec4 frag( in v2f i ) {
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vec4 c;
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c = texture2D( _MainTex, i.uv[ 0 ].xy );
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c += texture2D( _MainTex, i.uv[ 1 ].xy );
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c += texture2D( _MainTex, i.uv[ 2 ].xy );
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c += texture2D( _MainTex, i.uv[ 3 ].xy );
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c /= 4.00000;
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c.xyz *= _Color.xyz ;
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c.xyz *= (c.w + _Color.w );
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c.w = 0.000000;
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return c;
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv[0] = vec4( gl_TexCoord[0]);
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xlt_i.uv[1] = vec4( gl_TexCoord[1]);
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xlt_i.uv[2] = vec4( gl_TexCoord[2]);
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xlt_i.uv[3] = vec4( gl_TexCoord[3]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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