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 appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; uniform sampler2D _BumpMap; uniform float _Cutoff; uniform sampler2D _GlossMap; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _TranslucencyColor; uniform sampler2D _TranslucencyMap; vec4 UnpackNormal( in vec4 packednormal ); void surf( in Input IN, inout LeafSurfaceOutput o ); vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ); 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 LeafSurfaceOutput o ) { vec4 c; c = texture2D( _MainTex, IN.uv_MainTex); o.Albedo = (c.xyz * IN.color.xyz ); o.Translucency = (texture2D( _TranslucencyMap, IN.uv_MainTex).xyz * vec3( _TranslucencyColor)); o.Gloss = texture2D( _GlossMap, IN.uv_MainTex).w ; o.Alpha = (c.w * IN.color.w ); o.Specular = _Shininess; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_MainTex))); } vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec3 h; float diff; float nh; float spec; float trans; vec3 translucencyColor; vec3 col; vec4 c; h = normalize( (lightDir + viewDir) ); diff = dot( s.Normal, lightDir); nh = max( 0.000000, dot( s.Normal, h)); spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss); trans = max( 0.000000, ( -diff )); translucencyColor = ((s.Translucency * trans) * 2.00000); diff = max( 0.000000, ((diff * 0.500000) + 0.500000)); col = (s.Albedo * (diff + translucencyColor)); col += (spec * (1.00000 - xll_saturate( ceil( trans ) ))); col *= _LightColor0.xyz ; c.xyz = (col * (atten * 2.00000)); return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; LeafSurfaceOutput o; vec3 lightDir; vec4 c; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.color = IN.lop_color; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; surf( surfIN, o); xll_clip( (o.Alpha - _Cutoff) ); lightDir = IN.lightDir; lightDir = normalize( lightDir ); c = LightingTreeLeaf( 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.lop_color = vec4( gl_Color); xlt_IN.lightDir = vec3( gl_TexCoord[1]); xlt_IN.viewDir = vec3( gl_TexCoord[2]); xlt_IN._LightCoord = vec3( gl_TexCoord[3]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }