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 v2f { vec4 pos; float fog; vec2 uv; vec2 uv2; vec3 I; vec3 TtoW0; vec3 TtoW1; vec3 TtoW2; }; struct appdata_tan { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; }; uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; vec3 WorldSpaceViewDir( in vec4 v ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); v2f vert( in appdata_tan v ); vec3 WorldSpaceViewDir( in vec4 v ) { return (_WorldSpaceCameraPos.xyz - ( _Object2World * v ).xyz ); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } v2f vert( in appdata_tan v ) { v2f o; vec3 binormal; mat3 rotation; PositionFog( v.vertex, o.pos, o.fog); o.uv = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.uv2 = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw ); o.I = ( -WorldSpaceViewDir( v.vertex) ); binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w ); rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z ); o.TtoW0 = ( rotation * (_Object2World[ 0 ].xyz * unity_Scale.w ) ); o.TtoW1 = ( rotation * (_Object2World[ 1 ].xyz * unity_Scale.w ) ); o.TtoW2 = ( rotation * (_Object2World[ 2 ].xyz * unity_Scale.w ) ); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f xl_retval; appdata_tan 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); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.uv2, 0.0, 0.0); gl_TexCoord[2] = vec4( xl_retval.I, 0.0); gl_TexCoord[3] = vec4( xl_retval.TtoW0, 0.0); gl_TexCoord[4] = vec4( xl_retval.TtoW1, 0.0); gl_TexCoord[5] = vec4( xl_retval.TtoW2, 0.0); }