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24 lines
612 B
Text
24 lines
612 B
Text
uniform vec4 _WorldSpaceLightPos0;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform float _Cutoff;
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void main ()
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{
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vec4 c_1;
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vec4 tmpvar_2;
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tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
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float tmpvar_3;
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tmpvar_3 = tmpvar_2.w;
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float x_4;
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x_4 = (tmpvar_2.w - _Cutoff);
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if ((x_4 < 0.0)) {
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discard;
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};
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vec4 c_5;
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c_5.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * 2.0));
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c_5.w = tmpvar_3;
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c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * gl_TexCoord[2].xyz));
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c_1.w = tmpvar_3;
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gl_FragData[0] = c_1;
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}
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