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 samplerCube _Cube;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform vec4 _ReflectColor;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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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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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 c_3;
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vec3 tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
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vec4 normal_6;
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normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_6.z = sqrt(((1.0 -
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(normal_6.x * normal_6.x)
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) - (normal_6.y * normal_6.y)));
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2012-10-07 23:41:18 -04:00
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vec3 tmpvar_7;
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tmpvar_7 = normalize(gl_TexCoord[1].xyz);
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_LightTexture0, vec2(dot (tmpvar_2, tmpvar_2)));
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vec4 c_9;
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float tmpvar_10;
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2014-02-11 02:06:13 -05:00
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tmpvar_10 = (pow (max (0.0,
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dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz))))
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), (_Shininess * 128.0)) * tmpvar_5.w);
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c_9.xyz = (((
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((tmpvar_5 * _Color).xyz * _LightColor0.xyz)
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*
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max (0.0, dot (normal_6.xyz, tmpvar_7))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* tmpvar_10)) * (tmpvar_8.w * 2.0));
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c_9.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + ((
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(_LightColor0.w * _SpecColor.w)
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* tmpvar_10) * tmpvar_8.w));
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2012-10-07 23:41:18 -04:00
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c_3.xyz = c_9.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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// inputs: 1, stats: 34 alu 4 tex 0 flow
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