uniform samplerCube _Cube; uniform vec4 _LightColor0; void main () { vec4 c_1; vec4 c_2; c_2.xyz = ((textureCube (_Cube, gl_TexCoord[0].xyz).xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) ) * 2.0)); c_2.w = 0.0; c_1.xyz = c_2.xyz; c_1.w = 0.0; gl_FragData[0] = c_1; } // stats: 7 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _LightColor0 (high float) 4x1 [-1] // textures: 1 // #0: _Cube (high cube) 0x0 [-1]