2012-10-07 23:41:18 -04:00
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uniform sampler2D _MainTex;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1.xzw = gl_Vertex.xzw;
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tmpvar_1.y = (gl_Vertex.y + (texture2DLod (_MainTex, gl_MultiTexCoord0.xy, 0.0).x * 2.0));
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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
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vec4 tmpvar_2;
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tmpvar_2.zw = vec2(0.0, 0.0);
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tmpvar_2.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_2;
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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: 4 alu 1 tex 0 flow
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// inputs: 2
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 1 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// textures: 1
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// #0: _MainTex (high 2d) 0x0 [-1]
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