mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
533 lines
13 KiB
Text
533 lines
13 KiB
Text
struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 normal;
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vec3 vlight;
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};
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uniform vec4 _CameraPosition;
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uniform vec3 _CameraRight;
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uniform vec3 _CameraUp;
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _WavingTint;
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uniform vec4 unity_4LightAtten0;
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uniform vec4 unity_4LightPosX0;
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uniform vec4 unity_4LightPosY0;
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uniform vec4 unity_4LightPosZ0;
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uniform vec3 unity_LightColor0;
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uniform vec3 unity_LightColor1;
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uniform vec3 unity_LightColor2;
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uniform vec3 unity_LightColor3;
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uniform vec4 unity_SHAb;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHC;
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uniform vec4 unity_Scale;
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attribute vec4 TANGENT;
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varying vec4 xlv_FOG;
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mat3 xll_constructMat3 (
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in mat4 m_1
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)
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{
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vec3 tmpvar_2;
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tmpvar_2 = m_1[0].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m_1[1].xyz;
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vec3 tmpvar_4;
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tmpvar_4 = m_1[2].xyz;
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mat3 tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_5[0] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_5[1] = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = tmpvar_4;
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tmpvar_5[2] = tmpvar_8;
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return tmpvar_5;
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}
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void FastSinCos (
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in vec4 val_9,
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out vec4 s_10,
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out vec4 c_11
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)
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{
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vec4 cos8_12;
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vec4 sin7_13;
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vec4 r3_14;
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vec4 r2_15;
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vec4 r1_16;
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vec4 r8_17;
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vec4 r7_18;
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vec4 r6_19;
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vec4 r5_20;
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vec4 tmpvar_21;
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tmpvar_21 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
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sin7_13 = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
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cos8_12 = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23 = ((val_9 * 6.40885) - 3.14159);
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val_9 = tmpvar_23;
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vec4 tmpvar_24;
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tmpvar_24 = (val_9 * val_9);
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r5_20 = tmpvar_24;
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vec4 tmpvar_25;
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tmpvar_25 = (r5_20 * r5_20);
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r6_19 = tmpvar_25;
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vec4 tmpvar_26;
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tmpvar_26 = (r6_19 * r5_20);
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r7_18 = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27 = (r6_19 * r5_20);
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r8_17 = tmpvar_27;
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vec4 tmpvar_28;
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tmpvar_28 = (r5_20 * val_9);
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r1_16 = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = (r1_16 * r5_20);
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r2_15 = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = (r2_15 * r5_20);
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r3_14 = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = (((val_9 +
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(r1_16 * sin7_13.y)
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) + (r2_15 * sin7_13.z)) + (r3_14 * sin7_13.w));
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s_10 = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = (((
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(1.0 + (r5_20 * cos8_12.x))
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+
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(r6_19 * cos8_12.y)
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) + (r7_18 * cos8_12.z)) + (r8_17 * cos8_12.w));
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c_11 = tmpvar_32;
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}
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void TerrainWaveGrass (
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inout vec4 vertex_33,
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in float waveAmount_34,
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in vec3 color_35,
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out vec4 outColor_36
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)
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{
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vec3 waveColor_37;
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vec3 waveMove_38;
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float lighting_39;
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vec4 c_40;
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vec4 s_41;
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vec4 waves_42;
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vec4 _waveZmove_43;
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vec4 _waveXmove_44;
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vec4 waveSpeed_45;
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vec4 _waveZSize_46;
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vec4 _waveXSize_47;
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vec4 tmpvar_48;
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tmpvar_48 = vec4(1.2, 2.0, 1.6, 4.8);
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waveSpeed_45 = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = vec4(0.024, 0.04, -0.12, 0.096);
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_waveXmove_44 = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = vec4(0.006, 0.02, -0.02, 0.1);
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_waveZmove_43 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = vec3(0.0, 0.0, 0.0);
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waveMove_38 = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
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_waveXSize_47 = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
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_waveZSize_46 = tmpvar_53;
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vec4 tmpvar_54;
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tmpvar_54 = (vertex_33.x * _waveXSize_47);
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waves_42 = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = (waves_42 + (vertex_33.z * _waveZSize_46));
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waves_42 = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56 = (waves_42 + (_WaveAndDistance.x * waveSpeed_45));
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waves_42 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = fract (waves_42);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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waves_42 = tmpvar_58;
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FastSinCos (waves_42, s_41, c_40);
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vec4 tmpvar_59;
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tmpvar_59 = (s_41 * s_41);
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s_41 = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = (s_41 * s_41);
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s_41 = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
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float tmpvar_62;
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tmpvar_62 = dot (s_41, tmpvar_61);
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float tmpvar_63;
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tmpvar_63 = (tmpvar_62 * 0.7);
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lighting_39 = tmpvar_63;
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vec4 tmpvar_64;
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tmpvar_64 = (s_41 * waveAmount_34);
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s_41 = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = dot (s_41, _waveXmove_44);
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float tmpvar_66;
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tmpvar_66 = tmpvar_65;
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waveMove_38.x = tmpvar_66;
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float tmpvar_67;
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tmpvar_67 = dot (s_41, _waveZmove_43);
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float tmpvar_68;
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tmpvar_68 = tmpvar_67;
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waveMove_38.z = vec3(tmpvar_68).z;
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vec2 tmpvar_69;
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tmpvar_69 = (vertex_33.xz - (waveMove_38.xz * _WaveAndDistance.z));
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vertex_33.xz = tmpvar_69.xxy.xz;
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vec3 tmpvar_70;
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tmpvar_70 = vec3(lighting_39);
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vec3 tmpvar_71;
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tmpvar_71 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_70);
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vec3 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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waveColor_37 = tmpvar_72;
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vec3 tmpvar_73;
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tmpvar_73 = ((color_35 * waveColor_37) * 2.0);
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outColor_36.xyz = tmpvar_73.xyz.xyz;
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float tmpvar_74;
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tmpvar_74 = 1.0;
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outColor_36.w = vec4(tmpvar_74).w;
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}
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void TerrainBillboardGrass (
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inout vec4 pos_75,
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in vec2 offset_76
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)
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{
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vec3 grasspos_77;
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vec3 tmpvar_78;
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tmpvar_78 = (pos_75.xyz - _CameraPosition.xyz);
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grasspos_77 = tmpvar_78;
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float tmpvar_79;
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tmpvar_79 = dot (grasspos_77, grasspos_77);
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if ((tmpvar_79 > _WaveAndDistance.w)) {
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vec2 tmpvar_80;
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tmpvar_80 = vec2(0.0, 0.0);
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offset_76 = tmpvar_80;
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};
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vec3 tmpvar_81;
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tmpvar_81 = (pos_75.xyz + (offset_76.x * _CameraRight.xyz));
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pos_75.xyz = tmpvar_81.xyz.xyz;
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vec3 tmpvar_82;
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tmpvar_82 = (pos_75.xyz + (offset_76.y * _CameraUp.xyz));
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pos_75.xyz = tmpvar_82.xyz.xyz;
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}
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void vert (
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inout appdata_full v_83
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)
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{
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vec4 color_84;
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float waveAmount_85;
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TerrainBillboardGrass (v_83.vertex, v_83.tangent.xy);
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float tmpvar_86;
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tmpvar_86 = v_83.tangent.y;
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waveAmount_85 = tmpvar_86;
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TerrainWaveGrass (v_83.vertex, waveAmount_85, v_83.color.xyz, color_84);
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vec4 tmpvar_87;
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tmpvar_87 = color_84;
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v_83.color = tmpvar_87;
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}
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vec3 ShadeSH9 (
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in vec4 normal_88
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)
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{
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vec3 x3_89;
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float vC_90;
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vec3 x2_91;
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vec4 vB_92;
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vec3 x1_93;
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float tmpvar_94;
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tmpvar_94 = dot (unity_SHAr, normal_88);
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float tmpvar_95;
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tmpvar_95 = tmpvar_94;
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x1_93.x = tmpvar_95;
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float tmpvar_96;
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tmpvar_96 = dot (unity_SHAg, normal_88);
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float tmpvar_97;
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tmpvar_97 = tmpvar_96;
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x1_93.y = vec2(tmpvar_97).y;
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float tmpvar_98;
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tmpvar_98 = dot (unity_SHAb, normal_88);
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float tmpvar_99;
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tmpvar_99 = tmpvar_98;
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x1_93.z = vec3(tmpvar_99).z;
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vec4 tmpvar_100;
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tmpvar_100 = (normal_88.xyzz * normal_88.yzzx);
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vB_92 = tmpvar_100;
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float tmpvar_101;
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tmpvar_101 = dot (unity_SHBr, vB_92);
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float tmpvar_102;
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tmpvar_102 = tmpvar_101;
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x2_91.x = tmpvar_102;
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float tmpvar_103;
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tmpvar_103 = dot (unity_SHBg, vB_92);
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float tmpvar_104;
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tmpvar_104 = tmpvar_103;
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x2_91.y = vec2(tmpvar_104).y;
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float tmpvar_105;
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tmpvar_105 = dot (unity_SHBb, vB_92);
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float tmpvar_106;
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tmpvar_106 = tmpvar_105;
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x2_91.z = vec3(tmpvar_106).z;
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float tmpvar_107;
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tmpvar_107 = ((normal_88.x * normal_88.x) - (normal_88.y * normal_88.y));
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vC_90 = tmpvar_107;
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vec3 tmpvar_108;
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tmpvar_108 = (unity_SHC.xyz * vC_90);
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x3_89 = tmpvar_108;
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return ((x1_93 + x2_91) + x3_89);
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}
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vec3 Shade4PointLights (
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in vec4 lightPosX_109,
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in vec4 lightPosY_110,
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in vec4 lightPosZ_111,
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in vec3 lightColor0_112,
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in vec3 lightColor1_113,
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in vec3 lightColor2_114,
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in vec3 lightColor3_115,
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in vec4 lightAttenSq_116,
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in vec3 pos_117,
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in vec3 normal_118
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)
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{
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vec3 col_119;
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vec4 diff_120;
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vec4 atten_121;
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vec4 corr_122;
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vec4 ndotl_123;
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vec4 lengthSq_124;
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vec4 toLightZ_125;
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vec4 toLightY_126;
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vec4 toLightX_127;
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vec4 tmpvar_128;
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tmpvar_128 = (lightPosX_109 - pos_117.x);
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toLightX_127 = tmpvar_128;
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vec4 tmpvar_129;
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tmpvar_129 = (lightPosY_110 - pos_117.y);
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toLightY_126 = tmpvar_129;
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vec4 tmpvar_130;
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tmpvar_130 = (lightPosZ_111 - pos_117.z);
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toLightZ_125 = tmpvar_130;
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vec4 tmpvar_131;
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tmpvar_131 = vec4(0.0, 0.0, 0.0, 0.0);
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lengthSq_124 = tmpvar_131;
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vec4 tmpvar_132;
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tmpvar_132 = (lengthSq_124 + (toLightX_127 * toLightX_127));
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lengthSq_124 = tmpvar_132;
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vec4 tmpvar_133;
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tmpvar_133 = (lengthSq_124 + (toLightY_126 * toLightY_126));
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lengthSq_124 = tmpvar_133;
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vec4 tmpvar_134;
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tmpvar_134 = (lengthSq_124 + (toLightZ_125 * toLightZ_125));
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lengthSq_124 = tmpvar_134;
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vec4 tmpvar_135;
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tmpvar_135 = vec4(0.0, 0.0, 0.0, 0.0);
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ndotl_123 = tmpvar_135;
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vec4 tmpvar_136;
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tmpvar_136 = (ndotl_123 + (toLightX_127 * normal_118.x));
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ndotl_123 = tmpvar_136;
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vec4 tmpvar_137;
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tmpvar_137 = (ndotl_123 + (toLightY_126 * normal_118.y));
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ndotl_123 = tmpvar_137;
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vec4 tmpvar_138;
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tmpvar_138 = (ndotl_123 + (toLightZ_125 * normal_118.z));
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ndotl_123 = tmpvar_138;
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vec4 tmpvar_139;
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tmpvar_139 = inversesqrt (lengthSq_124);
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vec4 tmpvar_140;
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tmpvar_140 = tmpvar_139;
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corr_122 = tmpvar_140;
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vec4 tmpvar_141;
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tmpvar_141 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_123 * corr_122));
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vec4 tmpvar_142;
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tmpvar_142 = tmpvar_141;
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ndotl_123 = tmpvar_142;
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vec4 tmpvar_143;
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tmpvar_143 = (1.0 / (1.0 + (lengthSq_124 * lightAttenSq_116)));
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atten_121 = tmpvar_143;
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vec4 tmpvar_144;
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tmpvar_144 = (ndotl_123 * atten_121);
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diff_120 = tmpvar_144;
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vec3 tmpvar_145;
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tmpvar_145 = vec3(0.0, 0.0, 0.0);
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col_119 = tmpvar_145;
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vec3 tmpvar_146;
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tmpvar_146 = (col_119 + (lightColor0_112 * diff_120.x));
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col_119 = tmpvar_146;
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vec3 tmpvar_147;
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tmpvar_147 = (col_119 + (lightColor1_113 * diff_120.y));
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col_119 = tmpvar_147;
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vec3 tmpvar_148;
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tmpvar_148 = (col_119 + (lightColor2_114 * diff_120.z));
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col_119 = tmpvar_148;
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vec3 tmpvar_149;
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tmpvar_149 = (col_119 + (lightColor3_115 * diff_120.w));
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col_119 = tmpvar_149;
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return col_119;
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}
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void PositionFog (
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in vec4 v_150,
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out vec4 pos_151,
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out float fog_152
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)
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{
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vec4 tmpvar_153;
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tmpvar_153 = (gl_ModelViewProjectionMatrix * v_150);
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pos_151 = tmpvar_153;
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float tmpvar_154;
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tmpvar_154 = pos_151.z;
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fog_152 = tmpvar_154;
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}
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v2f_surf vert_surf (
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in appdata_full v_155
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)
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{
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vec3 worldPos_156;
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vec3 shlight_157;
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vec3 worldN_158;
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v2f_surf o_159;
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vert (v_155);
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PositionFog (v_155.vertex, o_159.pos, o_159.fog);
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vec2 tmpvar_160;
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tmpvar_160 = ((v_155.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_159.hip_pack0 = tmpvar_160.xy.xy;
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vec4 tmpvar_161;
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tmpvar_161 = v_155.color;
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o_159.lop_color = tmpvar_161;
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mat3 tmpvar_162;
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tmpvar_162 = xll_constructMat3 (_Object2World);
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vec3 tmpvar_163;
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tmpvar_163 = (tmpvar_162 * (v_155.normal * unity_Scale.w));
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worldN_158 = tmpvar_163;
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vec3 tmpvar_164;
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tmpvar_164 = worldN_158;
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o_159.normal = tmpvar_164;
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vec4 tmpvar_165;
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tmpvar_165.w = 1.0;
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tmpvar_165.xyz = worldN_158.xyz;
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vec3 tmpvar_166;
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tmpvar_166 = ShadeSH9 (tmpvar_165);
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vec3 tmpvar_167;
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tmpvar_167 = tmpvar_166;
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shlight_157 = tmpvar_167;
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vec3 tmpvar_168;
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tmpvar_168 = shlight_157;
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o_159.vlight = tmpvar_168;
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vec3 tmpvar_169;
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tmpvar_169 = (_Object2World * v_155.vertex).xyz;
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worldPos_156 = tmpvar_169;
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vec3 tmpvar_170;
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tmpvar_170 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos_156, worldN_158);
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vec3 tmpvar_171;
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tmpvar_171 = (o_159.vlight + tmpvar_170);
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o_159.vlight = tmpvar_171;
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return o_159;
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}
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void main ()
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{
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appdata_full xlt_v_172;
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v2f_surf xl_retval_173;
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vec4 tmpvar_174;
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tmpvar_174 = gl_Vertex.xyzw;
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vec4 tmpvar_175;
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tmpvar_175 = tmpvar_174;
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xlt_v_172.vertex = tmpvar_175;
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vec4 tmpvar_176;
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tmpvar_176 = TANGENT.xyzw;
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|
vec4 tmpvar_177;
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tmpvar_177 = tmpvar_176;
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xlt_v_172.tangent = tmpvar_177;
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vec3 tmpvar_178;
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tmpvar_178 = gl_Normal.xyz;
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|
vec3 tmpvar_179;
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|
tmpvar_179 = tmpvar_178;
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|
xlt_v_172.normal = tmpvar_179;
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|
vec4 tmpvar_180;
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tmpvar_180 = gl_MultiTexCoord0.xyzw;
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|
vec4 tmpvar_181;
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|
tmpvar_181 = tmpvar_180;
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xlt_v_172.texcoord = tmpvar_181;
|
|
vec4 tmpvar_182;
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tmpvar_182 = gl_MultiTexCoord1.xyzw;
|
|
vec4 tmpvar_183;
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|
tmpvar_183 = tmpvar_182;
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xlt_v_172.texcoord1 = tmpvar_183;
|
|
vec4 tmpvar_184;
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|
tmpvar_184 = gl_Color.xyzw;
|
|
vec4 tmpvar_185;
|
|
tmpvar_185 = tmpvar_184;
|
|
xlt_v_172.color = tmpvar_185;
|
|
v2f_surf tmpvar_186;
|
|
tmpvar_186 = vert_surf (xlt_v_172);
|
|
v2f_surf tmpvar_187;
|
|
tmpvar_187 = tmpvar_186;
|
|
xl_retval_173 = tmpvar_187;
|
|
vec4 tmpvar_188;
|
|
tmpvar_188 = xl_retval_173.pos.xyzw;
|
|
vec4 tmpvar_189;
|
|
tmpvar_189 = tmpvar_188;
|
|
gl_Position = tmpvar_189;
|
|
vec4 tmpvar_190;
|
|
tmpvar_190.yzw = vec3(0.0, 0.0, 0.0);
|
|
tmpvar_190.x = xl_retval_173.fog;
|
|
vec4 tmpvar_191;
|
|
tmpvar_191 = tmpvar_190;
|
|
xlv_FOG = tmpvar_191;
|
|
vec4 tmpvar_192;
|
|
tmpvar_192.zw = vec2(0.0, 0.0);
|
|
tmpvar_192.xy = xl_retval_173.hip_pack0.xy;
|
|
vec4 tmpvar_193;
|
|
tmpvar_193 = tmpvar_192;
|
|
gl_TexCoord[0] = tmpvar_193;
|
|
vec4 tmpvar_194;
|
|
tmpvar_194 = xl_retval_173.lop_color.xyzw;
|
|
vec4 tmpvar_195;
|
|
tmpvar_195 = tmpvar_194;
|
|
gl_FrontColor = tmpvar_195;
|
|
vec4 tmpvar_196;
|
|
tmpvar_196.w = 0.0;
|
|
tmpvar_196.xyz = xl_retval_173.normal.xyz;
|
|
vec4 tmpvar_197;
|
|
tmpvar_197 = tmpvar_196;
|
|
gl_TexCoord[1] = tmpvar_197;
|
|
vec4 tmpvar_198;
|
|
tmpvar_198.w = 0.0;
|
|
tmpvar_198.xyz = xl_retval_173.vlight.xyz;
|
|
vec4 tmpvar_199;
|
|
tmpvar_199 = tmpvar_198;
|
|
gl_TexCoord[2] = tmpvar_199;
|
|
}
|
|
|