2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform float _Cutoff;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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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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vec4 light_1;
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2014-10-11 15:32:43 -04:00
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float tmpvar_2;
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
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2014-10-11 15:32:43 -04:00
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tmpvar_2 = (tmpvar_3.w * _Color.w);
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float x_4;
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x_4 = (tmpvar_2 - _Cutoff);
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if ((x_4 < 0.0)) {
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2012-10-07 23:41:18 -04:00
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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_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_1.xyz = (light_1.xyz + unity_Ambient.xyz);
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vec4 c_5;
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float spec_6;
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spec_6 = (light_1.w * tmpvar_3.w);
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c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * spec_6));
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c_5.w = (tmpvar_2 + (spec_6 * _SpecColor.w));
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gl_FragData[0] = c_5;
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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: 14 alu 3 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] loc 4
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// uniforms: 4 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Cutoff (high float) 1x1 [-1]
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// #2: _SpecColor (high float) 4x1 [-1]
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// #3: 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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