struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 vertex; vec4 uvgrab; vec2 uvbump; vec2 uvmain; }; struct appdata_t { vec4 vertex; vec2 texcoord; }; uniform float _BumpAmt; uniform sampler2D _BumpMap; uniform sampler2D _GrabTexture; uniform vec4 _GrabTexture_TexelSize; uniform sampler2D _MainTex; vec4 UnpackNormal( in vec4 packednormal ); vec4 frag( in v2f i ); vec4 UnpackNormal( in vec4 packednormal ) { 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; } vec4 frag( in v2f i ) { vec2 bump; vec2 offset; vec4 col; vec4 tint; bump = UnpackNormal( texture2D( _BumpMap, i.uvbump)).xy ; offset = ((bump * _BumpAmt) * _GrabTexture_TexelSize.xy ); i.uvgrab.xy = ((offset * i.uvgrab.z ) + i.uvgrab.xy ); col = texture2DProj( _GrabTexture, i.uvgrab); tint = texture2D( _MainTex, i.uvmain); return (col * tint); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.uvgrab = vec4( gl_TexCoord[0]); xlt_i.uvbump = vec2( gl_TexCoord[1]); xlt_i.uvmain = vec2( gl_TexCoord[2]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }