2014-10-11 15:32:43 -04:00
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#version 300 es
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in highp vec4 _glesVertex;
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in mediump vec3 _glesNormal;
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in highp vec4 _glesMultiTexCoord0;
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uniform mediump vec4 unity_LightColor[8];
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uniform highp vec4 unity_LightPosition[8];
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uniform mediump vec4 unity_LightAtten[8];
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uniform highp mat4 glstate_matrix_mvp;
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uniform highp mat4 glstate_matrix_modelview0;
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uniform highp mat4 glstate_matrix_invtrans_modelview0;
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uniform highp vec4 glstate_lightmodel_ambient;
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uniform mediump vec4 _Color;
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out lowp vec4 xlv_COLOR0;
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out highp vec2 xlv_TEXCOORD0;
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void main ()
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{
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highp vec3 tmpvar_1;
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tmpvar_1 = _glesVertex.xyz;
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highp vec3 n_2;
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n_2 = _glesNormal;
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lowp vec4 tmpvar_3;
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highp vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = tmpvar_1;
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highp vec3 lightColor_5;
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highp vec3 viewN_6;
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highp vec3 viewpos_7;
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highp vec4 tmpvar_8;
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tmpvar_8.w = 1.0;
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tmpvar_8.xyz = tmpvar_1;
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viewpos_7 = (glstate_matrix_modelview0 * tmpvar_8).xyz;
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highp mat3 tmpvar_9;
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2015-04-03 02:30:48 -04:00
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tmpvar_9[uint(0)] = glstate_matrix_invtrans_modelview0[uint(0)].xyz;
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2014-10-11 15:32:43 -04:00
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tmpvar_9[1u] = glstate_matrix_invtrans_modelview0[1u].xyz;
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tmpvar_9[2u] = glstate_matrix_invtrans_modelview0[2u].xyz;
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viewN_6 = (tmpvar_9 * n_2);
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highp vec3 tmpvar_10;
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tmpvar_10 = (unity_LightPosition[0].xyz - (viewpos_7 * unity_LightPosition[0].w));
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lightColor_5 = (glstate_lightmodel_ambient.xyz + (unity_LightColor[0].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_10)))
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*
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(1.0/((1.0 + (dot (tmpvar_10, tmpvar_10) * unity_LightAtten[0].z))))
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)));
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highp vec3 tmpvar_11;
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tmpvar_11 = (unity_LightPosition[1].xyz - (viewpos_7 * unity_LightPosition[1].w));
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lightColor_5 = (lightColor_5 + (unity_LightColor[1].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_11)))
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*
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(1.0/((1.0 + (dot (tmpvar_11, tmpvar_11) * unity_LightAtten[1].z))))
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)));
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highp vec3 tmpvar_12;
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tmpvar_12 = (unity_LightPosition[2].xyz - (viewpos_7 * unity_LightPosition[2].w));
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lightColor_5 = (lightColor_5 + (unity_LightColor[2].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_12)))
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*
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(1.0/((1.0 + (dot (tmpvar_12, tmpvar_12) * unity_LightAtten[2].z))))
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)));
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highp vec3 tmpvar_13;
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tmpvar_13 = (unity_LightPosition[3].xyz - (viewpos_7 * unity_LightPosition[3].w));
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lightColor_5 = (lightColor_5 + (unity_LightColor[3].xyz * (
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max (0.0, dot (viewN_6, normalize(tmpvar_13)))
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*
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(1.0/((1.0 + (dot (tmpvar_13, tmpvar_13) * unity_LightAtten[3].z))))
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)));
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highp vec4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = ((lightColor_5 * _Color.xyz) * 2.0);
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tmpvar_3 = tmpvar_14;
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gl_Position = (glstate_matrix_mvp * tmpvar_4);
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xlv_COLOR0 = tmpvar_3;
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xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
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}
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// stats: 56 alu 0 tex 0 flow
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// inputs: 3
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// #0: _glesVertex (high float) 4x1 [-1]
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// #1: _glesNormal (medium float) 3x1 [-1]
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// #2: _glesMultiTexCoord0 (high float) 4x1 [-1]
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// uniforms: 8 (total size: 0)
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// #0: unity_LightColor (medium float) 4x1 [8]
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// #1: unity_LightPosition (high float) 4x1 [8]
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// #2: unity_LightAtten (medium float) 4x1 [8]
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// #3: glstate_matrix_mvp (high float) 4x4 [-1]
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// #4: glstate_matrix_modelview0 (high float) 4x4 [-1]
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// #5: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1]
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// #6: glstate_lightmodel_ambient (high float) 4x1 [-1]
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// #7: _Color (medium float) 4x1 [-1]
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