2012-10-07 23:41:18 -04:00
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uniform sampler2D _BumpSpecMap;
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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 vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform float _ShadowStrength;
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uniform vec3 _TranslucencyColor;
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uniform sampler2D _TranslucencyMap;
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uniform float _TranslucencyViewDependency;
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varying vec2 xlv_TEXCOORD0;
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varying vec4 xlv_COLOR0;
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varying vec3 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec2 xlv_TEXCOORD3;
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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 c_1;
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vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
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vec4 normal_5;
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normal_5.xy = ((tmpvar_4.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_2.w - _Cutoff);
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if ((x_6 < 0.0)) {
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discard;
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};
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vec3 tmpvar_7;
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tmpvar_7 = normalize(xlv_TEXCOORD2);
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vec4 c_8;
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float tmpvar_9;
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tmpvar_9 = dot (normal_5.xyz, xlv_TEXCOORD1);
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2014-02-11 02:06:13 -05:00
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c_8.xyz = (((tmpvar_2.xyz * _Color.xyz) * xlv_COLOR0.w) * ((
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((mix (clamp (
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-(tmpvar_9)
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, 0.0, 1.0), clamp (
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dot (tmpvar_7, -(xlv_TEXCOORD1))
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, 0.0, 1.0), _TranslucencyViewDependency) * tmpvar_3.z) * _TranslucencyColor)
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* 2.0) + max (0.0,
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((tmpvar_9 * 0.6) + 0.4)
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)));
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c_8.xyz = ((c_8.xyz * _LightColor0.xyz) + (pow (
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max (0.0, dot (normal_5.xyz, normalize((xlv_TEXCOORD1 + tmpvar_7))))
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,
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(tmpvar_4.x * 128.0)
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) * (tmpvar_3.w * _Color.x)));
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2012-10-07 23:41:18 -04:00
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c_8.xyz = (c_8.xyz * mix (2.0, (texture2D (_LightTexture0, xlv_TEXCOORD3).w * 2.0), _ShadowStrength));
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c_1.xyz = c_8.xyz;
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c_1.w = tmpvar_2.w;
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gl_FragData[0] = c_1;
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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: 40 alu 5 tex 1 flow
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// inputs: 5
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_COLOR0 (high float) 4x1 [-1]
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// #2: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// #3: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// #4: xlv_TEXCOORD3 (high float) 2x1 [-1]
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// uniforms: 6 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Cutoff (high float) 1x1 [-1]
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// #2: _LightColor0 (high float) 4x1 [-1]
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// #3: _ShadowStrength (high float) 1x1 [-1]
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// #4: _TranslucencyColor (high float) 3x1 [-1]
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// #5: _TranslucencyViewDependency (high float) 1x1 [-1]
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// textures: 4
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// #0: _BumpSpecMap (high 2d) 0x0 [-1]
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// #1: _LightTexture0 (high 2d) 0x0 [-1]
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// #2: _MainTex (high 2d) 0x0 [-1]
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// #3: _TranslucencyMap (high 2d) 0x0 [-1]
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