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# Built-in shader from Unity 5.0.0b19:
# Surface/Slices
# internal variant: DIRECTIONAL
# This shader GLSL dump is put under MIT license
[require]
GLSL >= 1.10
[vertex shader]
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
vec4 v_1;
v_1.x = _World2Object[0].x;
v_1.y = _World2Object[1].x;
v_1.z = _World2Object[2].x;
v_1.w = _World2Object[3].x;
vec4 v_2;
v_2.x = _World2Object[0].y;
v_2.y = _World2Object[1].y;
v_2.z = _World2Object[2].y;
v_2.w = _World2Object[3].y;
vec4 v_3;
v_3.x = _World2Object[0].z;
v_3.y = _World2Object[1].z;
v_3.z = _World2Object[2].z;
v_3.w = _World2Object[3].z;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
xlv_TEXCOORD1 = normalize(((
(v_1.xyz * gl_Normal.x)
+
(v_2.xyz * gl_Normal.y)
) + (v_3.xyz * gl_Normal.z)));
xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
}
[fragment shader]
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
varying vec2 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
vec4 c_1;
float x_2;
x_2 = (fract((
(xlv_TEXCOORD2.y + (xlv_TEXCOORD2.z * 0.1))
* 5.0)) - 0.5);
if ((x_2 < 0.0)) {
discard;
};
vec4 c_3;
c_3.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0).xyz * _LightColor0.xyz) * (max (0.0,
dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)
) * 2.0));
c_3.w = 0.0;
c_1.xyz = c_3.xyz;
c_1.w = 1.0;
gl_FragData[0] = c_1;
}
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