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; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; uniform float _Shininess; uniform vec4 _SpecColor; vec4 UnpackNormal( in vec4 packednormal ); vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ); void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); 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; } vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) { vec3 v; h = ((h * height) - (height / 2.00000)); v = normalize( viewDir ); v.z += 0.420000; return (h * (v.xy / v.z )); } void surf( in Input IN, inout SurfaceOutput o ) { float h; vec2 offset; vec4 tex; vec4 c; h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ; offset = ParallaxOffset( h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; IN.uv_Illum += offset; tex = texture2D( _MainTex, IN.uv_MainTex); c = (tex * _Color); o.Albedo = c.xyz ; o.Gloss = tex.w ; o.Emission = (c.xyz * texture2D( _Illum, IN.uv_Illum).w ); o.Specular = _Shininess; o.Alpha = c.w ; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); } vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec3 h; float diff; float nh; float spec; vec4 c; h = normalize( (lightDir + viewDir) ); diff = max( 0.000000, dot( s.Normal, lightDir)); nh = max( 0.000000, dot( s.Normal, h)); spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss); c.xyz = ((((s.Albedo * _LightColor0.xyz ) * diff) + ((_LightColor0.xyz * _SpecColor.xyz ) * spec)) * (atten * 2.00000)); c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w ) * spec) * atten)); return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec3 lightDir; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_BumpMap = IN.hip_pack0.zw ; surfIN.viewDir = IN.viewDir; 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); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingBlinnPhong( o, lightDir, normalize( vec3( IN.viewDir) ), (texture2D( _LightTextureB0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w * textureCube( _LightTexture0, IN._LightCoord).w )); c.w = 0.000000; return c; } varying vec4 xlv_FOG; void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.fog = float( xlv_FOG); xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]); xlt_IN.viewDir = vec3( gl_TexCoord[1]); xlt_IN.lightDir = vec3( gl_TexCoord[2]); xlt_IN._LightCoord = vec3( gl_TexCoord[3]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }