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16 lines
508 B
Text
16 lines
508 B
Text
uniform sampler2D _LightTextureB0;
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uniform samplerCube _LightTexture0;
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uniform vec4 _LightColor0;
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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 c_3;
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c_3.xyz = ((gl_TexCoord[0].xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
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c_3.w = 0.0;
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c_2.xyz = c_3.xyz;
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c_2.w = 0.0;
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gl_FragData[0] = c_2;
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}
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