void xll_clip(float x) { if ( x<0.0 ) discard; } float xll_saturate( float x) { return clamp( x, 0.0, 1.0); } vec2 xll_saturate( vec2 x) { return clamp( x, 0.0, 1.0); } vec3 xll_saturate( vec3 x) { return clamp( x, 0.0, 1.0); } vec4 xll_saturate( vec4 x) { return clamp( x, 0.0, 1.0); } mat2 xll_saturate(mat2 m) { return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); } mat3 xll_saturate(mat3 m) { return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0)); } mat4 xll_saturate(mat4 m) { return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0)); } struct LeafSurfaceOutput { mediump vec3 Albedo; mediump vec3 Normal; mediump vec3 Emission; mediump float Translucency; mediump float ShadowOffset; mediump float Specular; mediump float Gloss; mediump float Alpha; }; struct Input { highp vec2 uv_MainTex; highp vec4 color; }; struct v2f_surf { highp vec4 pos; highp vec2 hip_pack0; highp vec4 lop_color; highp vec3 lightDir; highp vec3 viewDir; highp vec2 _LightCoord; }; uniform sampler2D _BumpSpecMap; uniform highp vec4 _Color; uniform highp float _Cutoff; uniform highp vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; uniform mediump float _ShadowStrength; uniform mediump vec3 _TranslucencyColor; uniform sampler2D _TranslucencyMap; uniform mediump float _TranslucencyViewDependency; mediump vec4 UnpackNormal( in mediump vec4 packednormal ); void surf( in Input IN, inout LeafSurfaceOutput o ); mediump vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in mediump vec3 lightDir, in mediump vec3 viewDir, in mediump float atten ); mediump vec4 xlat_main( in v2f_surf IN ); mediump vec4 UnpackNormal( in mediump vec4 packednormal ) { mediump vec4 normal; normal.xy = ((packednormal.wy * 2.00000) - 1.00000); normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) ); return normal; } void surf( in Input IN, inout LeafSurfaceOutput o ) { mediump vec4 c; mediump vec4 trngls; mediump vec4 norspc; c = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = ((c.xyz * _Color.xyz ) * IN.color.w ); trngls = texture2D( _TranslucencyMap, IN.uv_MainTex); o.Translucency = trngls.z ; o.Gloss = (trngls.w * _Color.x ); o.Alpha = c.w ; norspc = texture2D( _BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.x ; o.ShadowOffset = norspc.z ; o.Normal = vec3( UnpackNormal( norspc)); } mediump vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in mediump vec3 lightDir, in mediump vec3 viewDir, in mediump float atten ) { mediump vec3 h; mediump float nl; mediump float nh; mediump float spec; mediump float backContrib; mediump vec3 translucencyColor; mediump vec4 c; h = normalize( (lightDir + viewDir) ); nl = dot( s.Normal, lightDir); nh = max( 0.000000, dot( s.Normal, h)); spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss); backContrib = xll_saturate( dot( viewDir, ( -lightDir )) ); backContrib = mix( xll_saturate( ( -nl ) ), backContrib, _TranslucencyViewDependency); translucencyColor = ((backContrib * s.Translucency) * _TranslucencyColor); nl = max( 0.000000, ((nl * 0.600000) + 0.400000)); c.xyz = (s.Albedo * ((translucencyColor * 2.00000) + nl)); c.xyz = ((c.xyz * _LightColor0.xyz ) + spec); c.xyz *= mix( 2.00000, (atten * 2.00000), _ShadowStrength); return c; } mediump vec4 xlat_main( in v2f_surf IN ) { Input surfIN; LeafSurfaceOutput o; mediump vec3 lightDir; mediump vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.color = IN.lop_color; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; surf( surfIN, o); xll_clip( (o.Alpha - _Cutoff) ); lightDir = IN.lightDir; c = LightingTreeLeaf( o, lightDir, normalize( vec3( IN.viewDir) ), (texture2D( _LightTexture0, IN._LightCoord).w * 1.00000)); c.w = o.Alpha; return c; } varying highp vec2 xlv_TEXCOORD0; varying highp vec4 xlv_COLOR0; varying highp vec3 xlv_TEXCOORD1; varying highp vec3 xlv_TEXCOORD2; varying highp vec2 xlv_TEXCOORD3; void main() { mediump vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.hip_pack0 = vec2( xlv_TEXCOORD0); xlt_IN.lop_color = vec4( xlv_COLOR0); xlt_IN.lightDir = vec3( xlv_TEXCOORD1); xlt_IN.viewDir = vec3( xlv_TEXCOORD2); xlt_IN._LightCoord = vec2( xlv_TEXCOORD3); xl_retval = xlat_main( xlt_IN); gl_FragData[0] = vec4( xl_retval); }