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33 lines
832 B
Text
33 lines
832 B
Text
uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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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[3].xyz;
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vec4 c_2;
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vec4 tmpvar_3;
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tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3.w;
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float x_5;
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x_5 = (tmpvar_3.w - _Cutoff);
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if ((x_5 < 0.0)) {
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discard;
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};
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vec4 c_6;
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c_6.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].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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c_6.w = tmpvar_4;
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c_2.xyz = c_6.xyz;
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c_2.w = tmpvar_4;
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gl_FragData[0] = c_2;
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}
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// inputs: 2, stats: 12 alu 4 tex 1 flow
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