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25 lines
595 B
Text
25 lines
595 B
Text
uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform float _Cutoff;
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uniform vec4 _Color;
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void main ()
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{
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vec4 light_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 x_3;
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x_3 = (tmpvar_2.w - _Cutoff);
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if ((x_3 < 0.0)) {
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discard;
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};
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vec4 tmpvar_4;
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tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_1.w = tmpvar_4.w;
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light_1.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
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vec4 c_5;
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c_5.xyz = (tmpvar_2.xyz * light_1.xyz);
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c_5.w = tmpvar_2.w;
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gl_FragData[0] = c_5;
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}
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