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z-flare-out.txt
103 lines (101 loc) · 2.15 KB
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z-flare-out.txt
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#line 123
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
#line 159
struct v2f_img {
vec4 pos;
vec2 uv;
};
#line 153
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
#line 1
uniform mat4 glstate_matrix_mvp;
uniform mat4 glstate_matrix_modelview0;
uniform mat4 glstate_matrix_projection;
uniform mat4 glstate_matrix_transpose_modelview0;
#line 5
uniform mat4 glstate_matrix_invtrans_modelview0;
uniform mat4 glstate_matrix_texture0;
uniform mat4 glstate_matrix_texture1;
uniform mat4 glstate_matrix_texture2;
#line 9
uniform mat4 glstate_matrix_texture3;
uniform vec4 glstate_lightmodel_ambient;
uniform vec4 _Time;
uniform vec4 _SinTime;
#line 13
uniform vec4 _CosTime;
uniform vec4 _ProjectionParams;
uniform vec4 _ScreenParams;
uniform vec4 unity_Scale;
#line 17
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _LightPositionRange;
#line 46
#line 51
#line 56
#line 61
#line 65
#line 70
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightAtten0;
#line 74
uniform vec3 unity_LightColor0;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor3;
#line 78
#line 102
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
#line 106
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;
#line 130
#line 138
#line 165
#line 178
#line 187
#line 192
#line 201
#line 206
#line 215
#line 232
#line 237
uniform vec4 _ZBufferParams;
#line 245
#line 249
#line 253
uniform vec4 unity_LightShadowBias;
#line 261
uniform sampler2D _FlareTexture;
#line 269
uniform vec4 _FlareTexture_ST;
vec4 xlat_main( in vec4 color, in vec2 texcoord );
#line 270
vec4 xlat_main( in vec4 color, in vec2 texcoord ) {
return (texture2D( _FlareTexture, texcoord) * color);
}
varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
void main() {
vec4 xl_retval;
xl_retval = xlat_main( vec4(xlv_COLOR), vec2(xlv_TEXCOORD0));
gl_FragData[0] = vec4(xl_retval);
}
// uniforms:
// _FlareTexture:<none> type 25 arrsize 0