2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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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 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 light_2;
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2014-10-11 15:32:43 -04:00
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vec4 c_3;
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2012-10-07 23:41:18 -04:00
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vec3 v_4;
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vec3 tmpvar_5;
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tmpvar_5 = normalize(gl_TexCoord[1].xyz);
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v_4.xy = tmpvar_5.xy;
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v_4.z = (tmpvar_5.z + 0.42);
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2014-10-11 15:32:43 -04:00
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c_3 = (texture2D (_MainTex, (tmpvar_1.xy + (
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((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0))
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*
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(tmpvar_5.xy / v_4.z)
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))) * _Color);
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
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vec4 c_6;
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c_6.xyz = (c_3.xyz * light_2.xyz);
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c_6.w = c_3.w;
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gl_FragData[0] = c_6;
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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: 13 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: 3 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Parallax (high float) 1x1 [-1]
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// #2: unity_Ambient (high float) 4x1 [-1]
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// textures: 3
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// #0: _LightBuffer (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: _ParallaxMap (high 2d) 0x0 [-1]
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