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 vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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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 float _Shininess;
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uniform vec4 _SpecColor;
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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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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[1].xyz;
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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3];
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vec4 c_4;
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vec2 tmpvar_5;
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vec3 v_6;
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vec3 tmpvar_7;
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tmpvar_7 = normalize(tmpvar_2);
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v_6.xy = tmpvar_7.xy;
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v_6.z = (tmpvar_7.z + 0.42);
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tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
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vec4 normal_9;
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normal_9.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_9.z = sqrt(((1.0 -
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(normal_9.x * normal_9.x)
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) - (normal_9.y * normal_9.y)));
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2012-10-07 23:41:18 -04:00
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vec3 tmpvar_10;
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tmpvar_10 = normalize(gl_TexCoord[2].xyz);
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float atten_11;
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2014-02-11 02:06:13 -05:00
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atten_11 = ((float(
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(tmpvar_3.z > 0.0)
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) * texture2D (_LightTexture0, (
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(tmpvar_3.xy / tmpvar_3.w)
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+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_3.xyz, tmpvar_3.xyz))).w);
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2012-10-07 23:41:18 -04:00
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vec4 c_12;
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2014-10-11 15:32:43 -04:00
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float spec_13;
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spec_13 = (pow (max (0.0,
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2014-02-11 02:06:13 -05:00
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dot (normal_9.xyz, normalize((tmpvar_10 + normalize(tmpvar_2))))
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), (_Shininess * 128.0)) * tmpvar_8.w);
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c_12.xyz = (((
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((tmpvar_8.xyz * _Color.xyz) * _LightColor0.xyz)
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*
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max (0.0, dot (normal_9.xyz, tmpvar_10))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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2014-10-11 15:32:43 -04:00
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* spec_13)) * (atten_11 * 2.0));
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c_12.w = ((tmpvar_8.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_13 * atten_11)));
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2012-10-07 23:41:18 -04:00
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c_4.xyz = c_12.xyz;
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c_4.w = 0.0;
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gl_FragData[0] = c_4;
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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: 48 alu 5 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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// uniforms: 5 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _LightColor0 (high float) 4x1 [-1]
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// #2: _Parallax (high float) 1x1 [-1]
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// #3: _Shininess (high float) 1x1 [-1]
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// #4: _SpecColor (high float) 4x1 [-1]
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// textures: 5
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _LightTexture0 (high 2d) 0x0 [-1]
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// #2: _LightTextureB0 (high 2d) 0x0 [-1]
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// #3: _MainTex (high 2d) 0x0 [-1]
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// #4: _ParallaxMap (high 2d) 0x0 [-1]
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