2012-10-07 23:41:18 -04:00
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uniform vec4 _Color;
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2014-02-11 02:06:13 -05:00
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uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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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[2].xyz;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
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float tmpvar_5;
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tmpvar_5 = (tmpvar_4.w * _Color.w);
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float x_6;
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x_6 = (tmpvar_5 - _Cutoff);
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if ((x_6 < 0.0)) {
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discard;
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};
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vec4 c_7;
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float tmpvar_8;
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2014-02-11 02:06:13 -05:00
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tmpvar_8 = (pow (max (0.0,
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dot (tmpvar_1, normalize((tmpvar_2 + normalize(gl_TexCoord[3].xyz))))
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), (_Shininess * 128.0)) * tmpvar_4.w);
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c_7.xyz = (((
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((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
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*
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max (0.0, dot (tmpvar_1, tmpvar_2))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* tmpvar_8)) * 2.0);
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2012-10-07 23:41:18 -04:00
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c_7.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_8));
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c_3.xyz = c_7.xyz;
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c_3.w = tmpvar_5;
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gl_FragData[0] = c_3;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 23 alu 2 tex 1 flow
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