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 v2f { vec4 pos; vec2 texcoord; vec3 cubenormal; }; struct appdata { vec4 vertex; vec2 texcoord; vec3 normal; }; uniform vec4 _Color; uniform sampler2D _MainTex; uniform samplerCube _ToonShade; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 col; vec4 cube; col = (_Color * texture2D( _MainTex, i.texcoord)); cube = textureCube( _ToonShade, i.cubenormal); return vec4( ((2.00000 * cube.xyz ) * col.xyz ), col.w ); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.texcoord = vec2( gl_TexCoord[0]); xlt_i.cubenormal = vec3( gl_TexCoord[1]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }