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30 lines
803 B
Text
30 lines
803 B
Text
uniform vec4 _WorldSpaceLightPos0;
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uniform sampler2D _ShadowMapTexture;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform float _Cutoff;
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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[1].xyz;
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3];
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vec4 c;
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vec4 tmpvar_4;
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tmpvar_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
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float x;
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x = (tmpvar_4.w - _Cutoff);
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if ((x < 0.0)) {
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discard;
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};
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vec4 c_i0_i1;
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c_i0_i1.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_1, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, tmpvar_3).x) * 2.0));
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c_i0_i1.w = tmpvar_4.w;
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c = c_i0_i1;
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c.xyz = (c_i0_i1.xyz + (tmpvar_4.xyz * tmpvar_2));
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c.w = tmpvar_4.w;
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gl_FragData[0] = c;
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}
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