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30 lines
749 B
Text
30 lines
749 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 sampler2D _DecalTex;
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uniform vec4 _Color;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 light;
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vec4 c;
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vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, tmpvar_1.xy);
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c = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_DecalTex, tmpvar_1.zw);
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c.xyz = mix (tmpvar_2.xyz, tmpvar_3.xyz, tmpvar_3.www);
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vec4 tmpvar_4;
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tmpvar_4 = (c * _Color);
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c = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light = tmpvar_5;
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light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
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vec4 c_i0;
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c_i0.xyz = (tmpvar_4.xyz * light.xyz);
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c_i0.w = tmpvar_4.w;
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gl_FragData[0] = c_i0;
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}
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