2012-04-03 23:30:07 -04:00
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varying vec4 xlv_FOG;
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uniform vec4 unity_LightmapST;
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uniform vec4 unity_LightmapFade;
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uniform vec4 _ProjectionParams;
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uniform vec4 _MainTex_ST;
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uniform vec4 _Illum_ST;
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void main ()
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{
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vec4 tmpvar_1;
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vec3 tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw);
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2012-10-07 23:41:18 -04:00
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vec4 o_4;
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_3 * 0.5);
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vec2 tmpvar_6;
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tmpvar_6.x = tmpvar_5.x;
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tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
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o_4.xy = (tmpvar_6 + tmpvar_5.w);
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o_4.zw = tmpvar_3.zw;
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2012-04-03 23:30:07 -04:00
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tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = tmpvar_3;
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vec4 tmpvar_7;
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2012-10-07 23:41:18 -04:00
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tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_7.x = tmpvar_3.z;
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xlv_FOG = tmpvar_7;
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gl_TexCoord[0] = tmpvar_1;
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gl_TexCoord[1] = o_4;
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vec4 tmpvar_8;
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tmpvar_8.w = 0.0;
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tmpvar_8.xyz = tmpvar_2;
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gl_TexCoord[2] = tmpvar_8;
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2012-04-03 23:30:07 -04:00
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}
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