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 samplerCube _Cube;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _ReflectColor;
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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 col_1;
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vec4 light_2;
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2014-10-11 15:32:43 -04:00
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vec4 reflcol_3;
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_4;
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2014-10-11 15:32:43 -04:00
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
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reflcol_3 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_4.w);
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
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vec4 c_5;
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float spec_6;
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spec_6 = (light_2.w * tmpvar_4.w);
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c_5.xyz = (((tmpvar_4 * _Color).xyz * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_6));
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c_5.w = ((reflcol_3.w * _ReflectColor.w) + (spec_6 * _SpecColor.w));
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col_1.w = c_5.w;
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col_1.xyz = (c_5.xyz + (reflcol_3.xyz * _ReflectColor.xyz));
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2012-10-07 23:41:18 -04:00
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gl_FragData[0] = col_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: 15 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] 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: _ReflectColor (high float) 4x1 [-1]
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// #2: _SpecColor (high float) 4x1 [-1]
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// #3: unity_Ambient (high float) 4x1 [-1]
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// textures: 3
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// #0: _Cube (high cube) 0x0 [-1]
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// #1: _LightBuffer (high 2d) 0x0 [-1]
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// #2: _MainTex (high 2d) 0x0 [-1]
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