2012-10-07 23:41:18 -04:00
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uniform vec4 _Color;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform vec4 _WorldSpaceLightPos0;
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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 c_1;
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vec4 tmpvar_2;
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tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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float tmpvar_3;
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tmpvar_3 = tmpvar_2.w;
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vec4 c_4;
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2014-02-11 02:06:13 -05:00
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c_4.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (max (0.0,
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dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)
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) * 2.0));
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2012-10-07 23:41:18 -04:00
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c_4.w = tmpvar_3;
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c_1.xyz = (c_4.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
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c_1.w = tmpvar_3;
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gl_FragData[0] = c_1;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 8 alu 1 tex 0 flow
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