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18 lines
508 B
Text
18 lines
508 B
Text
uniform vec4 _WorldSpaceLightPos0;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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void main ()
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{
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vec4 c;
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vec4 tmpvar_1;
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tmpvar_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
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vec4 c_i0_i1;
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c_i0_i1.xyz = ((tmpvar_1.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz)) * 2.0));
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c_i0_i1.w = tmpvar_1.w;
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c = c_i0_i1;
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c.xyz = (c_i0_i1.xyz + (tmpvar_1.xyz * gl_TexCoord[2].xyz));
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c.w = tmpvar_1.w;
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gl_FragData[0] = c;
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}
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