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30 lines
811 B
Text
30 lines
811 B
Text
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varying highp vec3 xlv_nl;
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varying highp vec2 xlv_uv;
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uniform highp vec4 _TerrainTreeLightColors[4];
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uniform sampler2D _MainTex;
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void main ()
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{
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lowp vec4 tmpvar_1;
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mediump vec3 light_2;
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lowp vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, xlv_uv);
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if ((tmpvar_3.w < 0.5)) {
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discard;
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};
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highp vec3 tmpvar_4;
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tmpvar_4 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
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light_2 = tmpvar_4;
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highp vec3 tmpvar_5;
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tmpvar_5 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
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light_2 = tmpvar_5;
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highp vec3 tmpvar_6;
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tmpvar_6 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
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light_2 = tmpvar_6;
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mediump vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = light_2;
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tmpvar_1 = tmpvar_7;
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gl_FragData[0] = tmpvar_1;
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}
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