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 _SpecColor;
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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);
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float tmpvar_4;
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tmpvar_4 = (tmpvar_3.w * _Color.w);
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vec4 normal_5;
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normal_5.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_5.z = sqrt(((1.0 -
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(normal_5.x * normal_5.x)
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) - (normal_5.y * normal_5.y)));
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2012-10-07 23:41:18 -04:00
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float x_6;
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x_6 = (tmpvar_4 - _Cutoff);
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if ((x_6 < 0.0)) {
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discard;
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};
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vec4 tmpvar_7;
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tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_1.w = tmpvar_7.w;
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light_1.xyz = (tmpvar_7.xyz + unity_Ambient.xyz);
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vec4 c_8;
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float tmpvar_9;
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tmpvar_9 = (tmpvar_7.w * tmpvar_3.w);
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c_8.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * tmpvar_9));
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c_8.w = (tmpvar_4 + (tmpvar_9 * _SpecColor.w));
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gl_FragData[0] = c_8;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 21 alu 4 tex 1 flow
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