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21 lines
605 B
Text
21 lines
605 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;
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vec4 light;
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vec4 tmpvar_1;
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tmpvar_1 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light = tmpvar_1;
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light.xyz = (tmpvar_1.xyz + unity_Ambient.xyz);
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vec4 c;
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c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz);
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c.w = 0.0;
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col = c;
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col.xyz = (c.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;
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}
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