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18 lines
610 B
Text
18 lines
610 B
Text
uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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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[2];
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vec4 c;
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vec3 LightCoord_i0;
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LightCoord_i0 = tmpvar_1.xyz;
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vec4 c_i0;
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c_i0.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[0].xyz, normalize (gl_TexCoord[1].xyz))) * ((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0));
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c_i0.w = 0.0;
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c = c_i0;
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c.w = 0.0;
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gl_FragData[0] = c;
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}
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