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 { vec3 foo; }; struct v2f_surf { vec4 pos; float fog; vec3 cust_foo; vec3 normal; vec3 lightDir; vec3 _LightCoord; }; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { o.Albedo = IN.foo; } vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) { float diff; vec4 c; diff = max( 0.000000, dot( s.Normal, lightDir)); c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000)); c.w = s.Alpha; return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec3 lightDir; vec4 c; surfIN.foo = IN.cust_foo; 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); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingLambert( o, lightDir, (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.cust_foo = vec3( gl_TexCoord[0]); xlt_IN.normal = 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); }