2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform sampler2D _Illum;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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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 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 col_2;
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vec4 light_3;
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2014-10-11 15:32:43 -04:00
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vec4 c_4;
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vec2 tmpvar_5;
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vec3 v_6;
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vec3 tmpvar_7;
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tmpvar_7 = normalize(gl_TexCoord[2].xyz);
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v_6.xy = tmpvar_7.xy;
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v_6.z = (tmpvar_7.z + 0.42);
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tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
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c_4 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5)) * _Color);
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light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3])));
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light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
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vec4 c_8;
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c_8.xyz = (c_4.xyz * light_3.xyz);
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c_8.w = c_4.w;
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col_2.w = c_8.w;
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col_2.xyz = (c_8.xyz + (c_4.xyz * texture2D (_Illum, (gl_TexCoord[1].xy + tmpvar_5)).w));
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2012-10-07 23:41:18 -04:00
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gl_FragData[0] = col_2;
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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: 16 alu 4 tex 0 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: 3 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Parallax (high float) 1x1 [-1]
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// #2: unity_Ambient (high float) 4x1 [-1]
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// textures: 4
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// #0: _Illum (high 2d) 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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// #3: _ParallaxMap (high 2d) 0x0 [-1]
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