50 lines
1.5 KiB
Plaintext
50 lines
1.5 KiB
Plaintext
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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uniform sampler2D _ShadowMapTexture;
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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 c_2;
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vec4 c_3;
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vec2 tmpvar_4;
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vec3 v_5;
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vec3 tmpvar_6;
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tmpvar_6 = normalize(gl_TexCoord[1].xyz);
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v_5.xy = tmpvar_6.xy;
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v_5.z = (tmpvar_6.z + 0.42);
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tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v_5.z));
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c_3 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)) * _Color);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
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(normal_7.x * normal_7.x)
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) - (normal_7.y * normal_7.y)));
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vec4 c_8;
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c_8.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz))
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* texture2DProj (_ShadowMapTexture, gl_TexCoord[4]).x) * 2.0));
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c_8.w = c_3.w;
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c_2.w = c_8.w;
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c_2.xyz = (c_8.xyz + (c_3.xyz * gl_TexCoord[3].xyz));
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gl_FragData[0] = c_2;
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}
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// stats: 25 alu 4 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [5] loc 4
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// uniforms: 3 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _LightColor0 (high float) 4x1 [-1]
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// #2: _Parallax (high float) 1x1 [-1]
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// textures: 4
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: _ParallaxMap (high 2d) 0x0 [-1]
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// #3: _ShadowMapTexture (high 2d) 0x0 [-1]
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