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 _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 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 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3];
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vec4 c_3;
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vec3 tmpvar_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(gl_TexCoord[1].xyz);
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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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vec4 c_10;
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2014-02-11 02:06:13 -05:00
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c_10.xyz = (((tmpvar_8 * _Color).xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_9.xyz, normalize(gl_TexCoord[2].xyz)))
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*
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((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
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) * 2.0));
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2012-10-07 23:41:18 -04:00
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c_10.w = ((textureCube (_Cube, tmpvar_4) * tmpvar_8.w).w * _ReflectColor.w);
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c_3.xyz = c_10.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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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: 34 alu 6 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: 4 (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: _ReflectColor (high float) 4x1 [-1]
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// textures: 6
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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: _LightTextureB0 (high 2d) 0x0 [-1]
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// #4: _MainTex (high 2d) 0x0 [-1]
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// #5: _ParallaxMap (high 2d) 0x0 [-1]
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