blob: 7fa3fc81e3f860490101948b8289baac84d1aa5e (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
# Built-in shader from Unity 5.0.0b19:
# Standard
# internal variant: SHADOWS_DEPTH _ALPHATEST_ON shadow caster pass
# This shader GLSL dump is put under MIT license
[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_LightShadowBias;
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform mat4 unity_MatrixVP;
uniform vec4 _MainTex_ST;
varying vec2 xlv_TEXCOORD1;
void main ()
{
vec3 vertex_1;
vertex_1 = gl_Vertex.xyz;
vec4 clipPos_2;
if ((unity_LightShadowBias.z != 0.0)) {
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = vertex_1;
vec3 tmpvar_4;
tmpvar_4 = (_Object2World * tmpvar_3).xyz;
vec4 v_5;
v_5.x = _World2Object[0].x;
v_5.y = _World2Object[1].x;
v_5.z = _World2Object[2].x;
v_5.w = _World2Object[3].x;
vec4 v_6;
v_6.x = _World2Object[0].y;
v_6.y = _World2Object[1].y;
v_6.z = _World2Object[2].y;
v_6.w = _World2Object[3].y;
vec4 v_7;
v_7.x = _World2Object[0].z;
v_7.y = _World2Object[1].z;
v_7.z = _World2Object[2].z;
v_7.w = _World2Object[3].z;
vec3 tmpvar_8;
tmpvar_8 = normalize(((
(v_5.xyz * gl_Normal.x)
+
(v_6.xyz * gl_Normal.y)
) + (v_7.xyz * gl_Normal.z)));
float tmpvar_9;
tmpvar_9 = dot (tmpvar_8, normalize((_WorldSpaceLightPos0.xyz -
(tmpvar_4 * _WorldSpaceLightPos0.w)
)));
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = (tmpvar_4 - (tmpvar_8 * (unity_LightShadowBias.z *
sqrt((1.0 - (tmpvar_9 * tmpvar_9)))
)));
clipPos_2 = (unity_MatrixVP * tmpvar_10);
} else {
vec4 tmpvar_11;
tmpvar_11.w = 1.0;
tmpvar_11.xyz = vertex_1;
clipPos_2 = (gl_ModelViewProjectionMatrix * tmpvar_11);
};
vec4 clipPos_12;
clipPos_12.xyw = clipPos_2.xyw;
clipPos_12.z = (clipPos_2.z + clamp ((unity_LightShadowBias.x / clipPos_2.w), 0.0, 1.0));
clipPos_12.z = mix (clipPos_12.z, max (clipPos_12.z, -(clipPos_2.w)), unity_LightShadowBias.y);
xlv_TEXCOORD1 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_Position = clipPos_12;
}
[fragment shader]
uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _MainTex;
varying vec2 xlv_TEXCOORD1;
void main ()
{
float x_1;
x_1 = ((texture2D (_MainTex, xlv_TEXCOORD1).w * _Color.w) - _Cutoff);
if ((x_1 < 0.0)) {
discard;
};
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}
|