2012-10-07 23:41:18 -04:00
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attribute highp vec4 _glesVertex;
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2014-02-11 02:06:13 -05:00
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uniform highp mat4 UNITY_MATRIX_MVP;
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uniform highp vec4 unity_LightAtten[4];
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uniform highp vec4 unity_LightColor[4];
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varying mediump vec4 xlv_TEXCOORD0;
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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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2014-10-11 15:32:43 -04:00
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highp vec4 l_1_1;
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highp vec4 l_2;
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mediump vec4 tmpvar_3;
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mediump vec4 tmpvar_4;
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2012-10-07 23:41:18 -04:00
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tmpvar_3 = (UNITY_MATRIX_MVP * _glesVertex);
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tmpvar_4 = unity_LightColor[0];
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2014-10-11 15:32:43 -04:00
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tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[0]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[2]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[3]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[3]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[2]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[0]);
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l_2 = (unity_LightColor[0] * unity_LightAtten[0].x);
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tmpvar_4 = (tmpvar_4 + l_2);
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l_2 = (unity_LightColor[1] * unity_LightAtten[1].x);
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tmpvar_4 = (tmpvar_4 + l_2);
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l_1_1 = (unity_LightColor[0] * unity_LightAtten[0].z);
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tmpvar_4 = (tmpvar_4 + l_1_1);
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l_1_1 = (unity_LightColor[1] * unity_LightAtten[1].z);
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tmpvar_4 = (tmpvar_4 + l_1_1);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[1].x);
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tmpvar_4 = (tmpvar_4 + unity_LightColor[2].x);
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gl_Position = tmpvar_3;
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xlv_TEXCOORD0 = tmpvar_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: 20 alu 0 tex 0 flow
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// inputs: 1
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// #0: _glesVertex (high float) 4x1 [-1]
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// uniforms: 3 (total size: 0)
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// #0: UNITY_MATRIX_MVP (high float) 4x4 [-1]
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// #1: unity_LightAtten (high float) 4x1 [4]
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// #2: unity_LightColor (high float) 4x1 [4]
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