2012-10-07 23:41:18 -04:00
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uniform sampler2D _BumpMap;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform sampler2D _Illum;
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uniform sampler2D _LightBuffer;
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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 vec4 unity_Ambient;
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2012-10-07 23:41:18 -04:00
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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 col_2;
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vec4 light_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[2].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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vec4 tmpvar_7;
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tmpvar_7 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)) * _Color);
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vec4 normal_8;
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normal_8.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_8.z = sqrt(((1.0 -
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(normal_8.x * normal_8.x)
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) - (normal_8.y * normal_8.y)));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_9;
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tmpvar_9 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3])));
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light_3.w = tmpvar_9.w;
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light_3.xyz = (tmpvar_9.xyz + unity_Ambient.xyz);
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vec4 c_10;
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c_10.xyz = (tmpvar_7.xyz * light_3.xyz);
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c_10.w = tmpvar_7.w;
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col_2.w = c_10.w;
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col_2.xyz = (c_10.xyz + (tmpvar_7.xyz * texture2D (_Illum, (gl_TexCoord[1].xy + tmpvar_4)).w));
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gl_FragData[0] = col_2;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 24 alu 5 tex 0 flow
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