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 float _Cutoff;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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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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2014-10-11 15:32:43 -04:00
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float tmpvar_3;
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vec4 c_4;
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c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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tmpvar_3 = c_4.w;
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2012-10-07 23:41:18 -04:00
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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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float x_6;
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2014-10-11 15:32:43 -04:00
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x_6 = (c_4.w - _Cutoff);
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2012-10-07 23:41:18 -04:00
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if ((x_6 < 0.0)) {
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discard;
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};
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vec4 c_7;
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2014-10-11 15:32:43 -04:00
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c_7.xyz = ((c_4.xyz * _LightColor0.xyz) * (max (0.0,
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2014-02-11 02:06:13 -05:00
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dot (normal_5.xyz, gl_TexCoord[1].xyz)
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) * 2.0));
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2014-10-11 15:32:43 -04:00
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c_7.w = tmpvar_3;
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2012-10-07 23:41:18 -04:00
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c_2.xyz = c_7.xyz;
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2014-10-11 15:32:43 -04:00
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c_2.w = tmpvar_3;
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2012-10-07 23:41:18 -04:00
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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: 15 alu 3 tex 1 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: _Cutoff (high float) 1x1 [-1]
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// #2: _LightColor0 (high float) 4x1 [-1]
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// textures: 2
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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