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 SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; vec3 vec; }; uniform vec4 _Color; uniform vec4 _LightPositionRange; uniform sampler2D _MainTex; void surf( in Input IN, inout SurfaceOutput o ); vec4 EncodeFloatRGBA( in float v ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { vec4 c; c = (texture2D( _MainTex, IN.uv_MainTex) * _Color); o.Albedo = c.xyz ; o.Alpha = c.w ; } vec4 EncodeFloatRGBA( in float v ) { vec4 kEncodeMul = vec4( 1.00000, 255.000, 65025.0, 1.60581e+008); float kEncodeBit = 0.00392157; vec4 enc; enc = (kEncodeMul * v); enc = fract( enc ); enc -= (enc.yzww * kEncodeBit); return enc; } vec4 frag_surf( in v2f_surf IN ) { SurfaceOutput o; Input surfIN; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Gloss = 0.000000; surf( surfIN, o); return EncodeFloatRGBA( (length( IN.vec ) * _LightPositionRange.w )); } void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.vec = vec3( gl_TexCoord[0]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }