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 samplerCube _Cube;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform vec4 _ReflectColor;
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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 c_2;
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vec3 tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
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vec4 normal_5;
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normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_5.z = sqrt(((1.0 -
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(normal_5.x * normal_5.x)
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) - (normal_5.y * normal_5.y)));
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2012-10-07 23:41:18 -04:00
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vec4 c_6;
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2014-02-11 02:06:13 -05:00
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c_6.xyz = (((tmpvar_4 * _Color).xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz))
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* texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0));
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2012-10-07 23:41:18 -04:00
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c_6.w = ((textureCube (_Cube, tmpvar_3) * tmpvar_4.w).w * _ReflectColor.w);
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c_2.xyz = c_6.xyz;
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c_2.w = 0.0;
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gl_FragData[0] = c_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: 17 alu 4 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: _LightColor0 (high float) 4x1 [-1]
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// #2: _ReflectColor (high float) 4x1 [-1]
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// textures: 4
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _Cube (high cube) 0x0 [-1]
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// #2: _LightTexture0 (high 2d) 0x0 [-1]
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// #3: _MainTex (high 2d) 0x0 [-1]
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