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 Input { vec2 uv_MainTex; vec3 worldRefl; }; struct v2f_surf { vec4 pos; vec3 normal; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform float _Shininess; void surf( in Input IN, inout SurfaceOutput o ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { vec4 tex; vec4 c; vec4 reflcol; tex = texture2D( _MainTex, IN.uv_MainTex); c = (tex * _Color); o.Albedo = c.xyz ; o.Gloss = tex.w ; o.Specular = _Shininess; reflcol = textureCube( _Cube, IN.worldRefl); reflcol *= tex.w ; o.Emission = (reflcol.xyz * _ReflectColor.xyz ); o.Alpha = (reflcol.w * _ReflectColor.w ); } vec4 frag_surf( in v2f_surf IN ) { SurfaceOutput o; Input surfIN; vec4 res; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Gloss = 0.000000; o.Normal = IN.normal; surf( surfIN, o); res.xyz = ((o.Normal * vec3( 0.500000, 0.500000, -0.500000)) + 0.500000); res.w = o.Specular; return res; } void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.normal = vec3( gl_TexCoord[0]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }