2012-10-07 23:41:18 -04:00
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uniform vec4 _LightColor0;
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2014-02-11 02:06:13 -05:00
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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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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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[2].xyz;
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vec4 c_2;
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vec4 c_3;
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2014-02-11 02:06:13 -05:00
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c_3.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[0].xyz, normalize(gl_TexCoord[1].xyz)))
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*
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(texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)
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) * 2.0));
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2012-10-07 23:41:18 -04:00
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c_3.w = 0.0;
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c_2.xyz = c_3.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: 11 alu 2 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: 1 (total size: 0)
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// #0: _LightColor0 (high float) 4x1 [-1]
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// textures: 2
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// #0: _LightTexture0 (high cube) 0x0 [-1]
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// #1: _LightTextureB0 (high 2d) 0x0 [-1]
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