2012-10-07 23:41:18 -04:00
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uniform mat4 _World2Object;
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2014-02-11 02:06:13 -05:00
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_Scale;
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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.w = 1.0;
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tmpvar_1.xyz = _WorldSpaceCameraPos;
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vec3 tmpvar_2;
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2014-02-11 02:06:13 -05:00
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tmpvar_2 = -(normalize((
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((_World2Object * tmpvar_1).xyz * unity_Scale.w)
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- gl_Vertex.xyz)));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_3;
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tmpvar_3.w = 0.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_3.xyz = (tmpvar_2 - (2.0 * (
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dot (gl_Normal, tmpvar_2)
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* gl_Normal)));
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2012-10-07 23:41:18 -04:00
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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gl_FrontColor = gl_Color;
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vec4 tmpvar_4;
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tmpvar_4.w = 0.0;
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tmpvar_4.xyz = (gl_ModelViewMatrix * tmpvar_3).xyz;
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gl_TexCoord[0] = tmpvar_4;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 3, stats: 14 alu 0 tex 0 flow
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