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; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); vec4 frag_surf( in v2f_surf IN ); 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; } vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec3 h; float diff; float nh; float spec; vec4 c; h = normalize( (lightDir + viewDir) ); diff = max( 0.000000, dot( s.Normal, lightDir)); nh = max( 0.000000, dot( s.Normal, h)); spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss); c.xyz = ((((s.Albedo * _LightColor0.xyz ) * diff) + ((_LightColor0.xyz * _SpecColor.xyz ) * spec)) * (atten * 2.00000)); c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w ) * spec) * atten)); return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec3 lightDir; vec4 c; surfIN.uv_MainTex = 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; o.Normal = IN.normal; surf( surfIN, o); xll_clip( (o.Alpha - _Cutoff) ); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingBlinnPhong( o, lightDir, normalize( vec3( IN.viewDir) ), (texture2D( _LightTextureB0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w * textureCube( _LightTexture0, IN._LightCoord).w )); c.w = o.Alpha; 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.normal = vec3( gl_TexCoord[1]); xlt_IN.lightDir = vec3( gl_TexCoord[2]); xlt_IN.viewDir = vec3( gl_TexCoord[3]); xlt_IN._LightCoord = vec3( gl_TexCoord[4]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }