24 lines
849 B
Plaintext
24 lines
849 B
Plaintext
uniform sampler2D _MainTex;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform sampler2D _LightTexture0;
|
|
uniform vec4 _LightColor0;
|
|
uniform sampler2D _BumpMap;
|
|
void main ()
|
|
{
|
|
vec2 tmpvar_1;
|
|
tmpvar_1 = gl_TexCoord[0].xy;
|
|
vec4 tmpvar_2;
|
|
tmpvar_2 = gl_TexCoord[2];
|
|
vec4 c_3;
|
|
vec4 normal_4;
|
|
normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
|
|
normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y)));
|
|
vec4 c_5;
|
|
c_5.xyz = ((texture2D (_MainTex, tmpvar_1).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)) * 2.0));
|
|
c_5.w = 0.0;
|
|
c_3.xyz = c_5.xyz;
|
|
c_3.w = 0.0;
|
|
gl_FragData[0] = c_3;
|
|
}
|
|
|