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21 lines
637 B
Text
21 lines
637 B
Text
uniform vec4 unity_Ambient;
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uniform float _RimPower;
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uniform vec4 _RimColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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void main ()
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{
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vec4 col_1;
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vec4 light_2;
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vec4 tmpvar_3;
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tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_2.w = tmpvar_3.w;
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light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
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vec4 c_4;
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c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
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c_4.w = 0.0;
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col_1.w = c_4.w;
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col_1.xyz = (c_4.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
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gl_FragData[0] = col_1;
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}
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