2012-04-03 23:30:07 -04:00
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varying lowp vec3 xlv_TEXCOORD3;
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varying lowp vec3 xlv_TEXCOORD2;
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varying lowp vec3 xlv_TEXCOORD1;
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _Shininess;
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uniform sampler2D _MainTex;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _BumpMap;
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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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lowp vec4 c_1;
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lowp vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
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lowp vec3 tmpvar_3;
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tmpvar_3 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
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c_1.xyz = ((tmpvar_2.xyz * ((_LightColor0.xyz * max (0.0, dot (tmpvar_3, xlv_TEXCOORD2))) + xlv_TEXCOORD3)) + (_LightColor0.xyz * (pow (max (0.0, dot (tmpvar_3, xlv_TEXCOORD1)), _Shininess) * tmpvar_2.w)));
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c_1.w = 0.0;
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gl_FragData[0] = c_1;
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2012-04-03 23:30:07 -04:00
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}
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