struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct v2f { vec4 pos; vec2 uv; vec3 color; }; uniform vec4 _TerrainTreeLightColors[4]; uniform vec3 _TerrainTreeLightDirections[4]; void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ); v2f vert( in appdata_full v ); void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) { float isBillboard; vec3 norb; vec3 tanb; isBillboard = (1.00000 - abs( tangent.w )); norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) )); tanb = vec3( normalize( ( vec4( normal.z , 0.000000, ( -normal.x ), 0.000000) * mat ) )); pos += (( tangent * mat ) * isBillboard); normal = mix( normal, norb, vec3( isBillboard)); tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard)); } v2f vert( in appdata_full v ) { v2f o; vec3 lightColor; int i = 0; vec3 lightDir; float diff; ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uv = v.texcoord.xy ; lightColor = gl_LightModel.ambient.xyz ; for ( ; (i < 4); ( i++ )) { lightDir.xyz = _TerrainTreeLightDirections[ i ]; diff = max( 0.000000, ((dot( lightDir.xyz , v.normal) * 0.500000) + 0.500000)); lightColor += vec3( (_TerrainTreeLightColors[ i ] * diff)); } o.color = (lightColor * v.color.w ); return o; } attribute vec4 TANGENT; void main() { v2f xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.color, 0.0); }