2012-10-07 23:41:18 -04:00
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struct v2f {
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vec4 pos;
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float fog;
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vec2 bumpuv[2];
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vec3 viewDir;
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};
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struct appdata {
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vec4 vertex;
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vec3 normal;
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};
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uniform vec4 _WaveOffset;
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2014-02-11 02:06:13 -05:00
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uniform float _WaveScale;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_Scale;
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varying vec4 xlv_FOG;
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2012-10-07 23:41:18 -04:00
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void PositionFog (
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in vec4 v_1,
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out vec4 pos_2,
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out float fog_3
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)
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{
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vec4 tmpvar_4;
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tmpvar_4 = (gl_ModelViewProjectionMatrix * v_1);
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pos_2 = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = pos_2.z;
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fog_3 = tmpvar_5;
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}
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vec3 ObjSpaceViewDir (
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in vec4 v_6
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)
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{
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vec3 objSpaceCameraPos_7;
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vec4 tmpvar_8;
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tmpvar_8.w = 1.0;
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tmpvar_8.xyz = _WorldSpaceCameraPos.xyz.xyz;
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vec3 tmpvar_9;
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tmpvar_9 = ((_World2Object * tmpvar_8).xyz * unity_Scale.w);
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objSpaceCameraPos_7 = tmpvar_9;
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return (objSpaceCameraPos_7 - v_6.xyz);
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}
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v2f vert (
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in appdata v_10
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)
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{
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vec4 temp_11;
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v2f o_12;
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PositionFog (v_10.vertex, o_12.pos, o_12.fog);
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vec4 tmpvar_13;
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tmpvar_13 = ((v_10.vertex.xzxz * _WaveScale) + _WaveOffset);
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temp_11 = tmpvar_13.xyzw.xyzw;
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vec2 tmpvar_14;
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tmpvar_14 = (temp_11.xy * vec2(0.4, 0.45));
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o_12.bumpuv[0] = tmpvar_14;
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vec2 tmpvar_15;
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tmpvar_15 = temp_11.wz;
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o_12.bumpuv[1] = tmpvar_15;
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vec3 tmpvar_16;
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tmpvar_16 = ObjSpaceViewDir (v_10.vertex);
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vec3 tmpvar_17;
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tmpvar_17 = normalize (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17;
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o_12.viewDir = tmpvar_18.xzy.xyz;
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return o_12;
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}
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void main ()
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{
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appdata xlt_v_19;
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v2f xl_retval_20;
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vec4 tmpvar_21;
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tmpvar_21 = gl_Vertex.xyzw;
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vec4 tmpvar_22;
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tmpvar_22 = tmpvar_21;
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xlt_v_19.vertex = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = gl_Normal.xyz;
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vec3 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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xlt_v_19.normal = tmpvar_24;
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v2f tmpvar_25;
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tmpvar_25 = vert (xlt_v_19);
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v2f tmpvar_26;
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tmpvar_26 = tmpvar_25;
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xl_retval_20 = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27 = xl_retval_20.pos.xyzw;
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vec4 tmpvar_28;
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tmpvar_28 = tmpvar_27;
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gl_Position = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_29.x = xl_retval_20.fog;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_29;
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xlv_FOG = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31.zw = vec2(0.0, 0.0);
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tmpvar_31.xy = xl_retval_20.bumpuv[0].xy;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_31;
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gl_TexCoord[0] = tmpvar_32;
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vec4 tmpvar_33;
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tmpvar_33.zw = vec2(0.0, 0.0);
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tmpvar_33.xy = xl_retval_20.bumpuv[1].xy;
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vec4 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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gl_TexCoord[1] = tmpvar_34;
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vec4 tmpvar_35;
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tmpvar_35.w = 0.0;
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tmpvar_35.xyz = xl_retval_20.viewDir.xyz;
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vec4 tmpvar_36;
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tmpvar_36 = tmpvar_35;
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gl_TexCoord[2] = tmpvar_36;
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}
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