mat3 xll_constructMat3( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } 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; vec3 worldRefl; vec3 TtoW0; vec3 TtoW1; vec3 TtoW2; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; vec4 TtoW0; vec4 TtoW1; vec4 TtoW2; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; void PositionFog( in vec4 v, out vec4 pos, out float fog ); vec3 ObjSpaceViewDir( in vec4 v ); vec4 ComputeScreenPos( in vec4 pos ); v2f_surf vert_surf( in appdata_full v ); void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } vec3 ObjSpaceViewDir( in vec4 v ) { vec3 objSpaceCameraPos; objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w ); return (objSpaceCameraPos - v.xyz ); } vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; vec3 viewDir; vec3 worldRefl; vec3 binormal; mat3 rotation; PositionFog( v.vertex, o.pos, o.fog); o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.hip_pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw ); viewDir = ( -ObjSpaceViewDir( v.vertex) ); worldRefl = ( xll_constructMat3( _Object2World) * viewDir ); binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w ); rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z ); o.TtoW0 = (vec4( ( rotation * _Object2World[ 0 ].xyz ), worldRefl.x ) * unity_Scale.w ); o.TtoW1 = (vec4( ( rotation * _Object2World[ 1 ].xyz ), worldRefl.y ) * unity_Scale.w ); o.TtoW2 = (vec4( ( rotation * _Object2World[ 2 ].xyz ), worldRefl.z ) * unity_Scale.w ); o.hip_screen = ComputeScreenPos( o.pos); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert_surf( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_TexCoord[0] = vec4( xl_retval.hip_pack0); gl_TexCoord[1] = vec4( xl_retval.hip_screen); gl_TexCoord[2] = vec4( xl_retval.TtoW0); gl_TexCoord[3] = vec4( xl_retval.TtoW1); gl_TexCoord[4] = vec4( xl_retval.TtoW2); }