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 float _Cutoff;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 unity_Ambient;
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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 light_1;
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vec2 tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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vec4 normal_4;
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normal_4.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_4.z = sqrt(((1.0 -
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(normal_4.x * normal_4.x)
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) - (normal_4.y * normal_4.y)));
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2012-10-07 23:41:18 -04:00
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float x_5;
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x_5 = (tmpvar_3.w - _Cutoff);
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if ((x_5 < 0.0)) {
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discard;
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};
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vec4 tmpvar_6;
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tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_1.w = tmpvar_6.w;
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light_1.xyz = (tmpvar_6.xyz + unity_Ambient.xyz);
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vec4 c_7;
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c_7.xyz = (tmpvar_3.xyz * light_1.xyz);
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c_7.w = tmpvar_3.w;
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gl_FragData[0] = c_7;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 14 alu 4 tex 1 flow
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