2012-04-03 23:30:07 -04:00
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varying vec4 xlv_TEXCOORD0;
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uniform vec4 unity_LightPosition[4];
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uniform vec4 unity_LightColor[4];
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uniform vec4 unity_LightAtten[4];
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uniform mat4 UNITY_MATRIX_MVP;
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uniform mat4 UNITY_MATRIX_MV;
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uniform mat4 UNITY_MATRIX_IT_MV;
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void main ()
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{
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2012-10-07 23:41:18 -04:00
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vec3 lightColor_1;
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vec3 viewN_2;
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vec3 viewpos_3;
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viewpos_3 = (UNITY_MATRIX_MV * gl_Vertex).xyz;
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mat3 tmpvar_4;
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tmpvar_4[0] = UNITY_MATRIX_IT_MV[0].xyz;
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tmpvar_4[1] = UNITY_MATRIX_IT_MV[1].xyz;
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tmpvar_4[2] = UNITY_MATRIX_IT_MV[2].xyz;
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viewN_2 = (tmpvar_4 * gl_Normal);
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vec3 tmpvar_5;
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tmpvar_5 = (unity_LightPosition[0].xyz - viewpos_3);
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lightColor_1 = (unity_LightColor[0].xyz * (max (0.0, dot (viewN_2, normalize(tmpvar_5))) * (1.0/((1.0 + (dot (tmpvar_5, tmpvar_5) * unity_LightAtten[0].z))))));
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vec3 tmpvar_6;
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tmpvar_6 = (unity_LightPosition[1].xyz - viewpos_3);
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lightColor_1 = (lightColor_1 + (unity_LightColor[1].xyz * (max (0.0, dot (viewN_2, normalize(tmpvar_6))) * (1.0/((1.0 + (dot (tmpvar_6, tmpvar_6) * unity_LightAtten[1].z)))))));
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vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = (lightColor_1 * 2.0);
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2012-04-03 23:30:07 -04:00
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gl_Position = (UNITY_MATRIX_MVP * gl_Vertex);
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2012-10-07 23:41:18 -04:00
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xlv_TEXCOORD0 = tmpvar_7;
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2012-04-03 23:30:07 -04:00
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}
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