2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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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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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[2].xyz;
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vec4 light_2;
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2014-10-11 15:32:43 -04:00
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
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vec4 c_4;
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float spec_5;
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spec_5 = (light_2.w * tmpvar_3.w);
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c_4.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_5));
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c_4.w = ((tmpvar_3.w * _Color.w) + (spec_5 * _SpecColor.w));
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gl_FragData[0] = c_4;
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2012-10-07 23:41:18 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 16 alu 4 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _SpecColor (high float) 4x1 [-1]
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// textures: 4
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// #0: _LightBuffer (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: unity_Lightmap (high 2d) 0x0 [-1]
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// #3: unity_LightmapInd (high 2d) 0x0 [-1]
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