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 pos; float fog; vec2 bumpuv[2]; vec3 viewDir; }; struct appdata { vec4 vertex; vec3 normal; }; uniform sampler2D _BumpMap; uniform sampler2D _ColorControl; uniform vec4 _horizonColor; 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 ) { vec3 bump1; vec3 bump2; vec3 bump; float fresnel; vec4 water; vec4 col; bump1 = UnpackNormal( texture2D( _BumpMap, i.bumpuv[ 0 ])).xyz ; bump2 = UnpackNormal( texture2D( _BumpMap, i.bumpuv[ 1 ])).xyz ; bump = ((bump1 + bump2) * 0.500000); fresnel = dot( i.viewDir, bump); water = texture2D( _ColorControl, vec2( fresnel, fresnel)); col.xyz = mix( water.xyz , _horizonColor.xyz , vec3( water.w )); col.w = _horizonColor.w ; return col; } varying vec4 xlv_FOG; void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.fog = float( xlv_FOG); xlt_i.bumpuv[0] = vec2( gl_TexCoord[0]); xlt_i.bumpuv[1] = vec2( gl_TexCoord[1]); xlt_i.viewDir = vec3( gl_TexCoord[2]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }