void xll_clip(float x) { if ( x<0.0 ) discard; } 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; vec2 uv; vec4 nz; }; struct appdata_grass { vec4 vertex; vec4 tangent; vec4 color; vec4 texcoord; vec4 texcoord1; }; uniform float _Cutoff; uniform sampler2D _MainTex; vec2 EncodeViewNormalStereo( in vec3 n ); vec2 EncodeFloatRG( in float v ); vec4 EncodeDepthNormal( in float depth, in vec3 normal ); vec4 frag( in v2f i ); vec2 EncodeViewNormalStereo( in vec3 n ) { float kScale = 1.77770; vec2 enc; enc = (n.xy / (n.z + 1.00000)); enc /= kScale; enc = ((enc * 0.500000) + 0.500000); return enc; } vec2 EncodeFloatRG( in float v ) { vec2 kEncodeMul = vec2( 1.00000, 255.000); float kEncodeBit = 0.00392157; vec2 enc; enc = (kEncodeMul * v); enc = fract( enc ); enc.x -= (enc.y * kEncodeBit); return enc; } vec4 EncodeDepthNormal( in float depth, in vec3 normal ) { vec4 enc; enc.xy = EncodeViewNormalStereo( normal); enc.zw = EncodeFloatRG( depth); return enc; } vec4 frag( in v2f i ) { vec4 texcol; texcol = texture2D( _MainTex, i.uv); xll_clip( (texcol.w - _Cutoff) ); return EncodeDepthNormal( i.nz.w , i.nz.xyz ); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xlt_i.nz = vec4( gl_TexCoord[1]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }