void xll_clip(float x) { if ( x<0.0 ) discard; } 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_MainTex; vec3 worldPos; }; struct v2f_surf { vec4 pos; vec3 _ShadowCoord0; vec3 _ShadowCoord1; vec3 _ShadowCoord2; vec3 _ShadowCoord3; vec2 _ShadowZFade; vec3 worldPos; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _LightShadowData; uniform vec4 _LightSplitsFar; uniform vec4 _LightSplitsNear; uniform sampler2D _MainTex; uniform vec4 _ProjectionParams; uniform sampler2D _ShadowMapTexture; void surf( in Input IN, inout SurfaceOutput o ); vec2 EncodeFloatRG( in float v ); vec4 frag_surf( in v2f_surf IN ); void surf( in Input IN, inout SurfaceOutput o ) { xll_clip( (fract( ((IN.worldPos.y + (IN.worldPos.z * 0.100000)) * 5.00000) ) - 0.500000) ); o.Albedo = texture2D( _MainTex, IN.uv_MainTex).xyz ; } vec2 EncodeFloatRG( in float v ) { vec2 kEncodeMul = vec2( 1.00000, 255.000); float kEncodeBit = 0.00392157; vec2 enc; enc = (kEncodeMul * v); enc = fract( enc ); enc.x -= (enc.y * kEncodeBit); return enc; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec4 z; vec4 near; vec4 far; vec4 weights; vec4 coord; float shadow; float faded; vec4 res; surfIN.worldPos = IN.worldPos; 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); z = vec4( IN._ShadowZFade.x ); near = vec4( greaterThanEqual( z, _LightSplitsNear) ); far = vec4( lessThan( z, _LightSplitsFar) ); weights = (near * far); coord = vec4( ((((IN._ShadowCoord0 * weights.x ) + (IN._ShadowCoord1 * weights.y )) + (IN._ShadowCoord2 * weights.z )) + (IN._ShadowCoord3 * weights.w )), 1.00000); shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 ); faded = xll_saturate( (shadow + xll_saturate( IN._ShadowZFade.y )) ); res.x = faded; res.y = 1.00000; res.zw = EncodeFloatRG( float( (1.00000 - (z * _ProjectionParams.w )))); return res; } void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN._ShadowCoord0 = vec3( gl_TexCoord[0]); xlt_IN._ShadowCoord1 = vec3( gl_TexCoord[1]); xlt_IN._ShadowCoord2 = vec3( gl_TexCoord[2]); xlt_IN._ShadowCoord3 = vec3( gl_TexCoord[3]); xlt_IN._ShadowZFade = vec2( gl_TexCoord[4]); xlt_IN.worldPos = vec3( gl_TexCoord[5]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }