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26 lines
603 B
Text
26 lines
603 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 float _Cutoff;
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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[1];
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vec4 light;
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vec4 tmpvar_2;
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tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
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float x;
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x = (tmpvar_2.w - _Cutoff);
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if ((x < 0.0)) {
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discard;
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};
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vec4 tmpvar_3;
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tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1)));
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light = tmpvar_3;
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light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
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vec4 c_i0;
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c_i0.xyz = (tmpvar_2.xyz * light.xyz);
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c_i0.w = tmpvar_2.w;
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gl_FragData[0] = c_i0;
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}
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