#version 300 es // A variant produced by Unity's directional lightmap; // has an inline medium precision matrix constructor, // but even if unity_DirBasis is declared as mediump // some code was promoting it to high precision. #define gl_FragColor _glesFragData[0] #define gl_FragData _glesFragData layout(location = 0)out mediump vec4 _glesFragData[4]; mat3 xll_transpose_mf3x3(mat3 m) { return mat3( m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } vec3 xll_saturate_vf3( vec3 x) { return clamp( x, 0.0, 1.0); } struct SurfaceOutput { lowp vec3 Albedo; lowp vec3 Normal; lowp vec3 Emission; mediump float Specular; lowp float Gloss; lowp float Alpha; }; struct Input { highp vec2 uv_MainTex; }; struct v2f_surf { highp vec4 pos; highp vec2 pack0; lowp vec3 tSpace0; lowp vec3 tSpace1; lowp vec3 tSpace2; highp vec4 lmap; }; uniform mediump vec4 _WorldSpaceLightPos0; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; uniform lowp vec4 _LightColor0; uniform lowp vec4 _SpecColor; uniform sampler2D _MainTex; uniform highp vec4 _MainTex_ST; lowp vec3 DecodeLightmapDoubleLDR( in lowp vec4 color ) { return (2.0 * color.xyz); } lowp vec3 DecodeLightmap( in lowp vec4 color ) { return DecodeLightmapDoubleLDR( color); } mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { mediump vec3 lm = DecodeLightmap( color); scalePerBasisVector = DecodeLightmap( scale); if (surfFuncWritesNormal){ mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); lm *= dot( normalInRnmBasis, scalePerBasisVector); } return lm; } mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { mediump mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.8164966, 0.0, 0.5773503), vec3( -0.4082483, 0.7071068, 0.5773503), vec3( -0.4082483, -0.7071068, 0.5773503))); mediump vec3 scalePerBasisVector; mediump vec4 c; c.xyz = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); c.w = 0.0; return c; } void surf( in Input IN, inout SurfaceOutput o ) { mediump vec4 c = texture( _MainTex, IN.uv_MainTex); o.Albedo = c.xyz; o.Alpha = c.w; o.Normal = ((c.xyz * 2.0) - 1.0); } lowp vec4 frag_surf( in v2f_surf IN ) { Input surfIN; surfIN.uv_MainTex = IN.pack0.xy; highp vec3 lightDir = _WorldSpaceLightPos0.xyz; SurfaceOutput o; o.Albedo = vec3( 0.0); o.Emission = vec3( 0.0); o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; lowp vec3 normalWorldVertex = vec3( 0.0, 0.0, 1.0); surf( surfIN, o); lowp float atten = 1.0; lowp vec4 c = vec4( 0.0); lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; lowp vec3 worldN; worldN.x = dot( IN.tSpace0.xyz, o.Normal); worldN.y = dot( IN.tSpace1.xyz, o.Normal); worldN.z = dot( IN.tSpace2.xyz, o.Normal); o.Normal = worldN; c.w = o.Alpha; c.xyz += (o.Albedo * lm); c.w = 1.0; return c; } in highp vec2 xlv_TEXCOORD0; in lowp vec3 xlv_TEXCOORD1; in lowp vec3 xlv_TEXCOORD2; in lowp vec3 xlv_TEXCOORD3; in highp vec4 xlv_TEXCOORD4; void main() { lowp vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.pack0 = vec2(xlv_TEXCOORD0); xlt_IN.tSpace0 = vec3(xlv_TEXCOORD1); xlt_IN.tSpace1 = vec3(xlv_TEXCOORD2); xlt_IN.tSpace2 = vec3(xlv_TEXCOORD3); xlt_IN.lmap = vec4(xlv_TEXCOORD4); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4(xl_retval); }