#line 378 struct v2f_vertex_lit { highp vec2 uv; lowp vec4 diff; lowp vec4 spec; }; #line 432 struct v2f_img { highp vec4 pos; mediump vec2 uv; }; #line 428 struct appdata_img { highp vec4 vertex; mediump vec2 texcoord; }; #line 704 struct SurfaceOutput { lowp vec3 Albedo; lowp vec3 Normal; lowp vec3 Emission; mediump float Specular; lowp float Gloss; lowp float Alpha; }; #line 18 struct Input { highp vec2 uv_MainTex; }; #line 28 struct v2f_surf { highp vec4 pos; highp vec2 pack0; lowp vec3 normal; lowp vec3 vlight; }; #line 216 struct appdata_full { highp vec4 vertex; highp vec4 tangent; highp vec3 normal; highp vec4 texcoord; highp vec4 texcoord1; lowp vec4 color; }; #line 59 uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_projection; uniform highp mat4 glstate_matrix_transpose_modelview0; #line 63 uniform highp mat4 glstate_matrix_invtrans_modelview0; #line 67 uniform highp mat4 glstate_matrix_texture0; uniform highp mat4 glstate_matrix_texture1; uniform highp mat4 glstate_matrix_texture2; uniform highp mat4 glstate_matrix_texture3; #line 71 uniform highp vec4 glstate_lightmodel_ambient; #line 154 uniform highp vec4 _Time; uniform highp vec4 _SinTime; uniform highp vec4 _CosTime; #line 162 uniform highp vec4 _ProjectionParams; #line 168 uniform highp vec4 _ScreenParams; uniform highp vec4 unity_Scale; #line 173 uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; #line 180 uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec4 _LightPositionRange; #line 191 uniform lowp vec4 unity_ColorSpaceGrey; #line 226 #line 241 #line 256 #line 262 #line 274 uniform highp vec4 unity_4LightPosX0; uniform highp vec4 unity_4LightPosY0; uniform highp vec4 unity_4LightPosZ0; uniform highp vec4 unity_4LightAtten0; #line 279 uniform highp vec4 unity_LightColor[4]; uniform highp vec4 unity_LightPosition[4]; uniform highp vec4 unity_LightAtten[4]; #line 283 uniform highp vec3 unity_LightColor0; uniform highp vec3 unity_LightColor1; uniform highp vec3 unity_LightColor2; uniform highp vec3 unity_LightColor3; #line 290 #line 322 #line 340 uniform highp vec4 unity_SHAr; uniform highp vec4 unity_SHAg; uniform highp vec4 unity_SHAb; uniform highp vec4 unity_SHBr; #line 344 uniform highp vec4 unity_SHBg; uniform highp vec4 unity_SHBb; uniform highp vec4 unity_SHC; #line 349 #line 384 #line 395 #line 405 #line 413 #line 437 #line 443 #line 453 #line 462 #line 469 #line 478 #line 486 #line 495 #line 514 #line 520 #line 528 #line 540 uniform highp vec4 _ZBufferParams; #line 570 #line 581 #line 594 #line 598 #line 607 uniform highp vec4 unity_LightShadowBias; #line 727 #line 746 uniform lowp vec4 _LightColor0; uniform lowp vec4 _SpecColor; #line 760 #line 768 #line 781 #line 796 #line 806 #line 15 uniform sampler2D _MainTex; uniform lowp vec4 _Color; #line 22 #line 48 uniform highp vec4 _MainTex_ST; #line 80 #line 749 lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { #line 751 lowp float diff = max( 0.0, dot( s.Normal, lightDir)); lowp vec4 c; c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); #line 755 c.w = s.Alpha; return c; } #line 22 void surf( in Input IN, inout SurfaceOutput o ) { lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color); o.Albedo = c.xyz; o.Alpha = c.w; } #line 80 lowp vec4 xlat_main( in v2f_surf IN ) { Input surfIN; surfIN.uv_MainTex = IN.pack0.xy; SurfaceOutput o; #line 84 o.Albedo = vec3( 0.0); o.Emission = vec3( 0.0); o.Specular = 0.0; o.Alpha = 0.0; #line 88 o.Gloss = 0.0; o.Normal = IN.normal; #line 92 surf( surfIN, o); lowp float atten = 1.0; lowp vec4 c = vec4( 0.0); #line 96 c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten); c.xyz += (o.Albedo * IN.vlight); #line 121 return c; } in highp vec2 xlv_TEXCOORD0; in lowp vec3 xlv_TEXCOORD1; in lowp vec3 xlv_TEXCOORD2; void main() { lowp vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); 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: // _Color: type 12 arrsize 0 // _LightColor0: type 12 arrsize 0 // _MainTex: type 25 arrsize 0 // _WorldSpaceLightPos0: type 12 arrsize 0