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 sampler2D _ColorControl;
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uniform vec4 _horizonColor;
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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 col_1;
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vec4 normal_2;
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normal_2.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_2.z = sqrt(((1.0 -
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(normal_2.x * normal_2.x)
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) - (normal_2.y * normal_2.y)));
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2012-10-07 23:41:18 -04:00
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vec4 normal_3;
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normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_3.z = sqrt(((1.0 -
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(normal_3.x * normal_3.x)
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) - (normal_3.y * normal_3.y)));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_ColorControl, vec2(dot (gl_TexCoord[2].xyz, ((normal_2.xyz + normal_3.xyz) * 0.5))));
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col_1.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www);
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col_1.w = _horizonColor.w;
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gl_FragData[0] = col_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: 18 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _horizonColor (high float) 4x1 [-1]
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// textures: 2
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _ColorControl (high 2d) 0x0 [-1]
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