2014-10-11 15:32:43 -04:00
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#version 300 es
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out lowp vec4 _fragData;
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struct v2f {
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highp vec2 uv;
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mediump vec3 nl;
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};
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uniform sampler2D _MainTex;
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uniform mediump vec4 _TerrainTreeLightColors[4];
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lowp vec4 xlat_main (in v2f i) {
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2015-04-03 02:30:48 -04:00
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lowp vec4 col = texture( _MainTex, i.uv);
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2014-10-11 15:32:43 -04:00
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if (col.w < 0.5)
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discard;
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mediump vec3 light = vec3(0.0);
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for (int j = 0; j < 3; ++j) {
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light += col.xyz * i.nl[j] * _TerrainTreeLightColors[j].xyz;
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}
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return vec4(light, 1.0);
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}
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in highp vec2 xlv_uv;
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in mediump vec3 xlv_nl;
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void main() {
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v2f i;
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i.uv = xlv_uv;
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i.nl = xlv_nl;
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_fragData = xlat_main(i);
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}
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