2012-10-07 23:41:18 -04:00
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uniform vec4 _LightColor0;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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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 tmpvar_2;
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tmpvar_2 = gl_TexCoord[4];
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vec4 c_3;
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float x_4;
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2014-02-11 02:06:13 -05:00
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x_4 = (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_4 < 0.0)) {
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discard;
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};
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vec4 c_5;
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2014-02-11 02:06:13 -05:00
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c_5.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[2].xyz, normalize(gl_TexCoord[3].xyz)))
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*
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((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
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) * 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_3.xyz = c_5.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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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: 22 alu 4 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [5] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _LightColor0 (high float) 4x1 [-1]
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// textures: 3
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// #0: _LightTexture0 (high 2d) 0x0 [-1]
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// #1: _LightTextureB0 (high 2d) 0x0 [-1]
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// #2: _MainTex (high 2d) 0x0 [-1]
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