2012-04-03 23:30:07 -04:00
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uniform mat4 glstate_matrix_mvp;
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2014-02-11 02:06:13 -05:00
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attribute vec4 attrVertex;
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attribute vec3 attrNormal;
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attribute vec4 attrTangent;
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uniform highp mat4 _Object2World;
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uniform highp mat4 _World2Object;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform lowp vec4 _WorldSpaceLightPos0;
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uniform highp vec4 unity_Scale;
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varying lowp vec3 varWorldN;
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varying lowp vec3 varLightDir;
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varying lowp vec3 varViewDir;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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lowp vec3 tmpvar_1;
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lowp vec3 tmpvar_2;
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lowp vec3 tmpvar_3;
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2014-10-11 15:32:43 -04:00
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highp mat3 tmpvar_4;
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2012-04-03 23:30:07 -04:00
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tmpvar_4[0] = _Object2World[0].xyz;
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tmpvar_4[1] = _Object2World[1].xyz;
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tmpvar_4[2] = _Object2World[2].xyz;
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highp vec3 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * attrNormal);
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tmpvar_3 = tmpvar_5;
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2012-10-07 23:41:18 -04:00
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highp vec3 tmpvar_6;
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highp vec3 tmpvar_7;
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2014-10-11 15:32:43 -04:00
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highp vec3 tmpvar_8;
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2012-10-07 23:41:18 -04:00
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tmpvar_6 = attrTangent.xyz;
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tmpvar_7 = (((attrNormal.yzx * attrTangent.zxy) - (attrNormal.zxy * attrTangent.yzx)) * attrTangent.w);
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2014-10-11 15:32:43 -04:00
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tmpvar_8 = attrNormal;
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highp mat3 tmpvar_9;
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tmpvar_9[0].x = tmpvar_6.x;
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tmpvar_9[0].y = tmpvar_7.x;
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tmpvar_9[0].z = tmpvar_8.x;
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tmpvar_9[1].x = tmpvar_6.y;
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tmpvar_9[1].y = tmpvar_7.y;
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tmpvar_9[1].z = tmpvar_8.y;
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tmpvar_9[2].x = tmpvar_6.z;
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tmpvar_9[2].y = tmpvar_7.z;
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tmpvar_9[2].z = tmpvar_8.z;
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highp vec3 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz);
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tmpvar_1 = tmpvar_10;
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highp vec4 tmpvar_11;
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tmpvar_11.w = 1.0;
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tmpvar_11.xyz = _WorldSpaceCameraPos;
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highp vec3 tmpvar_12;
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tmpvar_12 = normalize((tmpvar_10 + normalize(
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(tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - attrVertex.xyz))
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2014-02-11 02:06:13 -05:00
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)));
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2014-10-11 15:32:43 -04:00
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tmpvar_2 = tmpvar_12;
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2012-04-03 23:30:07 -04:00
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gl_Position = (glstate_matrix_mvp * attrVertex);
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varWorldN = tmpvar_3;
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varLightDir = tmpvar_1;
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varViewDir = tmpvar_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 0 tex 0 flow
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// inputs: 3
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// #0: attrVertex (high float) 4x1 [-1]
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// #1: attrNormal (high float) 3x1 [-1]
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// #2: attrTangent (high float) 4x1 [-1]
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// uniforms: 6 (total size: 0)
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// #0: glstate_matrix_mvp (high float) 4x4 [-1]
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// #1: _Object2World (high float) 4x4 [-1]
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// #2: _World2Object (high float) 4x4 [-1]
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// #3: _WorldSpaceCameraPos (high float) 3x1 [-1]
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// #4: _WorldSpaceLightPos0 (low float) 4x1 [-1]
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// #5: unity_Scale (high float) 4x1 [-1]
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