2012-10-07 23:41:18 -04:00
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uniform sampler2D _LightBuffer;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _MainTex;
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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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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xyz;
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vec4 light_2;
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float x_3;
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2014-02-11 02:06:13 -05:00
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x_3 = (fract((
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(tmpvar_1.y + (tmpvar_1.z * 0.1))
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* 5.0)) - 0.5);
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2012-10-07 23:41:18 -04:00
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if ((x_3 < 0.0)) {
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discard;
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};
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2014-10-11 15:32:43 -04:00
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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_4;
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c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
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c_4.w = 0.0;
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gl_FragData[0] = c_4;
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2012-10-07 23:41:18 -04:00
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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 [3] loc 4
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// uniforms: 1 (total size: 0)
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// #0: unity_Ambient (high float) 4x1 [-1]
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// textures: 2
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// #0: _LightBuffer (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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