2012-04-03 23:30:07 -04:00
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uniform float _BumpAmt;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _BumpMap;
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uniform sampler2D _GrabTexture;
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uniform vec4 _GrabTexture_TexelSize;
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uniform sampler2D _MainTex;
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2012-04-03 23:30:07 -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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2012-10-07 23:41:18 -04:00
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tmpvar_2.zw = tmpvar_1.zw;
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vec4 normal_3;
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normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
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2014-02-11 02:06:13 -05:00
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normal_3.z = sqrt(((1.0 -
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(normal_3.x * normal_3.x)
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) - (normal_3.y * normal_3.y)));
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tmpvar_2.xy = (((
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(normal_3.xy * _BumpAmt)
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* _GrabTexture_TexelSize.xy) * tmpvar_1.z) + tmpvar_1.xy);
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2012-04-03 23:30:07 -04:00
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gl_FragData[0] = (texture2DProj (_GrabTexture, tmpvar_2) * texture2D (_MainTex, gl_TexCoord[2].xy));
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 12 alu 3 tex 0 flow
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