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30 lines
858 B
Text
30 lines
858 B
Text
uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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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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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xyz;
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vec4 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2];
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vec3 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3].xyz;
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vec4 light;
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vec2 tmpvar_4;
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tmpvar_4 = gl_TexCoord[0].xy;
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float x;
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x = (fract (((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5);
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if ((x < 0.0)) {
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discard;
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};
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vec4 tmpvar_5;
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tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, tmpvar_2)));
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light = tmpvar_5;
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light.xyz = (tmpvar_5.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_3.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_3.xy).xyz), vec3(clamp (tmpvar_3.z, 0.0, 1.0))));
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vec4 c;
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c.xyz = (texture2D (_MainTex, tmpvar_4).xyz * light.xyz);
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c.w = 0.0;
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gl_FragData[0] = c;
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}
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