2012-10-07 23:41:18 -04:00
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uniform sampler2D _BumpSpecMap;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform sampler2D _TranslucencyMap;
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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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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_BumpSpecMap, tmpvar_1);
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vec4 normal_5;
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normal_5.xy = ((tmpvar_4.wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_5.z = sqrt(((1.0 -
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(normal_5.x * normal_5.x)
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) - (normal_5.y * normal_5.y)));
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2012-10-07 23:41:18 -04:00
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vec3 tmpvar_6;
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tmpvar_6 = normalize(gl_TexCoord[1].xyz);
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float atten_7;
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atten_7 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
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vec4 c_8;
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2014-10-11 15:32:43 -04:00
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float spec_9;
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spec_9 = (pow (max (0.0,
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2014-02-11 02:06:13 -05:00
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dot (normal_5.xyz, normalize((tmpvar_6 + normalize(gl_TexCoord[2].xyz))))
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), (tmpvar_4.x * 128.0)) * texture2D (_TranslucencyMap, tmpvar_1).w);
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c_8.xyz = (((
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((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz)
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*
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max (0.0, dot (normal_5.xyz, tmpvar_6))
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2014-10-11 15:32:43 -04:00
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) + (_LightColor0.xyz * spec_9)) * (atten_7 * 2.0));
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c_8.w = ((_LightColor0.w * spec_9) * (atten_7 * gl_Color.w));
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2012-10-07 23:41:18 -04:00
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c_3.xyz = c_8.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 31 alu 5 tex 0 flow
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// inputs: 2
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// #0: gl_Color (high float) 4x1 [-1] loc 1
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// #1: gl_TexCoord (high float) 4x1 [4] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _LightColor0 (high float) 4x1 [-1]
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// textures: 5
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// #0: _BumpSpecMap (high 2d) 0x0 [-1]
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// #1: _LightTexture0 (high cube) 0x0 [-1]
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// #2: _LightTextureB0 (high 2d) 0x0 [-1]
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// #3: _MainTex (high 2d) 0x0 [-1]
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// #4: _TranslucencyMap (high 2d) 0x0 [-1]
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