void xll_clip(float x) { if ( x<0.0 ) discard; } 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; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; vec4 hip_pack0; vec3 TtoV0; vec3 TtoV1; vec3 TtoV2; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _MainTex; uniform float _Shininess; vec4 UnpackNormal( in vec4 packednormal ); void surf( in Input IN, inout SurfaceOutput o ); 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 ) { vec4 tex; tex = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = (tex.xyz * _Color.xyz ); o.Gloss = tex.w ; o.Alpha = (tex.w * _Color.w ); o.Specular = _Shininess; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec3 viewN; vec4 res; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_BumpMap = IN.hip_pack0.zw ; 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); xll_clip( (o.Alpha - _Cutoff) ); viewN.x = dot( IN.TtoV0, o.Normal); viewN.y = dot( IN.TtoV1, o.Normal); viewN.z = dot( IN.TtoV2, o.Normal); o.Normal = viewN; res.xyz = ((o.Normal * vec3( 0.500000, 0.500000, -0.500000)) + 0.500000); res.w = o.Specular; return res; } void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]); xlt_IN.TtoV0 = vec3( gl_TexCoord[1]); xlt_IN.TtoV1 = vec3( gl_TexCoord[2]); xlt_IN.TtoV2 = vec3( gl_TexCoord[3]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }