mat3 xll_constructMat3( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } 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 Input { vec2 uv_Decal; vec2 uv_DecalBump; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _DecalBump_ST; uniform vec4 _Decal_ST; uniform mat4 _Object2World; uniform vec4 _ProjectionParams; uniform mat4 _World2Object; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_SHAb; uniform vec4 unity_SHAg; uniform vec4 unity_SHAr; uniform vec4 unity_SHBb; uniform vec4 unity_SHBg; uniform vec4 unity_SHBr; uniform vec4 unity_SHC; uniform vec4 unity_Scale; vec3 ShadeSH9( in vec4 normal ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); vec3 ObjSpaceLightDir( in vec4 v ); vec4 ComputeScreenPos( in vec4 pos ); v2f_surf vert_surf( in appdata_full v ); vec3 ShadeSH9( in vec4 normal ) { vec3 x1; vec4 vB; vec3 x2; float vC; vec3 x3; x1.x = dot( unity_SHAr, normal); x1.y = dot( unity_SHAg, normal); x1.z = dot( unity_SHAb, normal); vB = (normal.xyzz * normal.yzzx ); x2.x = dot( unity_SHBr, vB); x2.y = dot( unity_SHBg, vB); x2.z = dot( unity_SHBb, vB); vC = ((normal.x * normal.x ) - (normal.y * normal.y )); x3 = (unity_SHC.xyz * vC); return ((x1 + x2) + x3); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } vec3 ObjSpaceLightDir( in vec4 v ) { vec3 objSpaceLightPos; objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ; return objSpaceLightPos.xyz ; } vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; vec3 worldN; vec3 binormal; mat3 rotation; vec3 shlight; PositionFog( v.vertex, o.pos, o.fog); o.hip_pack0.xy = ((v.texcoord.xy * _Decal_ST.xy ) + _Decal_ST.zw ); o.hip_pack0.zw = ((v.texcoord.xy * _DecalBump_ST.xy ) + _DecalBump_ST.zw ); worldN = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) ); 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.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) ); shlight = ShadeSH9( vec4( worldN, 1.00000)); o.vlight = shlight; o._ShadowCoord = ComputeScreenPos( o.pos); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f_surf 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_surf( 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.hip_pack0); gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0); gl_TexCoord[2] = vec4( xl_retval.vlight, 0.0); gl_TexCoord[3] = vec4( xl_retval._ShadowCoord); }