float xll_saturate( float x) { return clamp( x, 0.0, 1.0); } vec2 xll_saturate( vec2 x) { return clamp( x, 0.0, 1.0); } vec3 xll_saturate( vec3 x) { return clamp( x, 0.0, 1.0); } vec4 xll_saturate( vec4 x) { return clamp( x, 0.0, 1.0); } mat2 xll_saturate(mat2 m) { return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); } mat3 xll_saturate(mat3 m) { return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0)); } mat4 xll_saturate(mat4 m) { return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0)); } 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_BumpMap; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 lightDir; vec3 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform vec4 _RimColor; uniform float _RimPower; vec4 UnpackNormal( in vec4 packednormal ); 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 ); 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; } void surf( in Input IN, inout SurfaceOutput o ) { float rim; o.Albedo = texture2D( _MainTex, IN.uv_BumpMap).xyz ; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); rim = (1.00000 - xll_saturate( dot( normalize( IN.viewDir ), o.Normal) )); o.Emission = (_RimColor.xyz * pow( rim, _RimPower)); } 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.uv_BumpMap = IN.hip_pack0.xy ; 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 = 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.hip_pack0 = vec2( gl_TexCoord[0]); xlt_IN.lightDir = vec3( gl_TexCoord[1]); xlt_IN._LightCoord = vec3( gl_TexCoord[2]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }