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 sampler2D _ShadowMapTexture;
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uniform vec4 _WorldSpaceLightPos0;
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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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2014-10-11 15:32:43 -04:00
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float tmpvar_2;
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vec4 c_3;
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c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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tmpvar_2 = c_3.w;
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2012-10-07 23:41:18 -04:00
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float x_4;
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2014-10-11 15:32:43 -04:00
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x_4 = (c_3.w - _Cutoff);
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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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vec4 c_5;
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2014-10-11 15:32:43 -04:00
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c_5.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
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2014-02-11 02:06:13 -05:00
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max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz))
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* texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
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2014-10-11 15:32:43 -04:00
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c_5.w = tmpvar_2;
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c_1.xyz = (c_5.xyz + (c_3.xyz * gl_TexCoord[2].xyz));
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c_1.w = tmpvar_2;
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2012-10-07 23:41:18 -04:00
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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: 11 alu 3 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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// uniforms: 4 (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: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// textures: 2
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// #0: _MainTex (high 2d) 0x0 [-1]
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// #1: _ShadowMapTexture (high 2d) 0x0 [-1]
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