19 lines
500 B
Plaintext
19 lines
500 B
Plaintext
uniform sampler2D _MainTex;
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uniform vec4 _LightPositionRange;
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uniform float _Cutoff;
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uniform vec4 _Color;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xyz;
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float x_2;
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x_2 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
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if ((x_2 < 0.0)) {
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discard;
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};
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vec4 tmpvar_3;
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tmpvar_3 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(dot (tmpvar_1, tmpvar_1)) * _LightPositionRange.w)));
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gl_FragData[0] = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
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}
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