2014-02-11 02:06:13 -05:00
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uniform vec4 _Color;
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uniform sampler2D _Illum;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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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 col_2;
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vec4 light_3;
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2014-10-11 15:32:43 -04:00
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vec4 c_4;
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
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2014-10-11 15:32:43 -04:00
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c_4 = (tmpvar_5 * _Color);
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light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
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vec4 c_6;
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float spec_7;
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spec_7 = (light_3.w * tmpvar_5.w);
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c_6.xyz = ((c_4.xyz * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_7));
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c_6.w = (c_4.w + (spec_7 * _SpecColor.w));
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col_2.w = c_6.w;
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col_2.xyz = (c_6.xyz + (c_4.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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2012-10-07 23:41:18 -04:00
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gl_FragData[0] = col_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: 13 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] 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: _SpecColor (high float) 4x1 [-1]
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// #2: unity_Ambient (high float) 4x1 [-1]
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// textures: 3
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// #0: _Illum (high 2d) 0x0 [-1]
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// #1: _LightBuffer (high 2d) 0x0 [-1]
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// #2: _MainTex (high 2d) 0x0 [-1]
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