2012-10-07 23:41:18 -04:00
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uniform sampler2D _BumpMap;
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2014-02-11 02:06:13 -05:00
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform mediump float _Shininess;
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varying mediump vec2 xlv_TEXCOORD0;
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varying mediump vec3 xlv_TEXCOORD1;
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varying lowp vec3 xlv_TEXCOORD2;
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varying lowp vec3 xlv_TEXCOORD3;
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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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lowp vec4 c_1;
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lowp vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
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lowp vec3 tmpvar_3;
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tmpvar_3 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
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lowp vec3 halfDir_4;
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halfDir_4 = xlv_TEXCOORD1;
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lowp vec4 c_5;
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lowp float spec_6;
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lowp float tmpvar_7;
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tmpvar_7 = max (0.0, dot (tmpvar_3, halfDir_4));
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mediump float tmpvar_8;
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2014-10-11 15:32:43 -04:00
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tmpvar_8 = pow (tmpvar_7, (_Shininess * 128.0));
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spec_6 = (tmpvar_8 * tmpvar_2.w);
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2014-02-11 02:06:13 -05:00
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c_5.xyz = (((
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(tmpvar_2.xyz * max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)))
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+ spec_6) * _LightColor0.xyz) * 2.0);
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2012-10-07 23:41:18 -04:00
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c_5.w = 0.0;
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c_1.w = c_5.w;
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c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3));
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gl_FragData[0] = c_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: 16 alu 2 tex 0 flow
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// inputs: 4
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// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (medium float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (low float) 3x1 [-1]
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// #3: xlv_TEXCOORD3 (low float) 3x1 [-1]
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// uniforms: 2 (total size: 0)
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// #0: _LightColor0 (low float) 4x1 [-1]
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// #1: _Shininess (medium float) 1x1 [-1]
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// textures: 2
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// #0: _BumpMap (low 2d) 0x0 [-1]
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// #1: _MainTex (low 2d) 0x0 [-1]
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