2012-10-07 23:41:18 -04:00
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uniform sampler2D _LightBuffer;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _MainTex;
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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[1].xyz;
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 light_3;
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float x_4;
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2014-02-11 02:06:13 -05:00
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x_4 = (fract((
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(tmpvar_1.y + (tmpvar_1.z * 0.1))
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* 5.0)) - 0.5);
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2012-10-07 23:41:18 -04:00
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if ((x_4 < 0.0)) {
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discard;
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};
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2014-10-11 15:32:43 -04:00
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light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
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vec4 c_5;
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c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz);
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c_5.w = 0.0;
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gl_FragData[0] = c_5;
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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: 15 alu 5 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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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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