/
z-SurfaceMutableUniform-out.txt
99 lines (97 loc) · 2.07 KB
/
z-SurfaceMutableUniform-out.txt
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#line 15
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
#line 28
struct Input {
vec2 uv_MainTex;
};
#line 45
struct v2f_surf {
vec4 pos;
vec2 pack0;
vec3 normal;
vec3 vlight;
};
#line 6
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform mat4 UNITY_MATRIX_MVP;
#line 3
uniform mat4 _Object2World;
uniform vec4 _WorldSpaceLightPos0;
#line 24
uniform sampler2D _MainTex;
uniform vec4 ololo;
#line 32
#line 51
uniform vec4 _MainTex_ST;
vec4 xlat_mutableololo;
#line 32
vec4 LightingNoLight( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
vec4 c;
c.xyz = (s.Alpha * (s.Albedo + vec3( xlat_mutableololo)));
c.w = 1.0;
#line 36
return c;
}
#line 39
void surf( in Input IN, inout SurfaceOutput o ) {
#line 40
vec4 c = texture2D( _MainTex, IN.uv_MainTex);
xlat_mutableololo = c;
o.Albedo = c.xyz;
o.Alpha = c.w;
}
#line 62
vec4 xlat_main( in v2f_surf IN ) {
#line 63
Input surfIN;
surfIN.uv_MainTex = IN.pack0.xy;
SurfaceOutput o;
o.Albedo = vec3( 0.0);
#line 67
o.Emission = vec3( 0.0);
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
#line 71
o.Normal = IN.normal;
surf( surfIN, o);
float atten = 1.0;
vec4 c = vec4( 0.0);
#line 75
c = LightingNoLight( o, _WorldSpaceLightPos0.xyz, atten);
c.xyz += (o.Albedo * IN.vlight);
return c;
}
varying vec4 xlv_SV_POSITION;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main() {
xlat_mutableololo = ololo;
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(xlv_SV_POSITION);
xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
xlt_IN.normal = vec3(xlv_TEXCOORD1);
xlt_IN.vlight = vec3(xlv_TEXCOORD2);
xl_retval = xlat_main( xlt_IN);
gl_FragData[0] = vec4(xl_retval);
}
// uniforms:
// _MainTex:<none> type 25 arrsize 0
// _WorldSpaceLightPos0:<none> type 12 arrsize 0
// ololo:<none> type 12 arrsize 0