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 { vec4 screenPos; }; struct v2f_surf { vec4 pos; float fog; vec3 normal; vec3 lightDir; vec3 _LightCoord; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform mat4 _LightMatrix0; uniform mat4 _Object2World; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; vec3 WorldSpaceLightDir( in vec4 v ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); v2f_surf vert_surf( in appdata_full v ); vec3 WorldSpaceLightDir( in vec4 v ) { vec3 worldPos; worldPos = ( _Object2World * v ).xyz ; return (_WorldSpaceLightPos0.xyz - worldPos); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; PositionFog( v.vertex, o.pos, o.fog); o.normal = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) ); o.lightDir = WorldSpaceLightDir( v.vertex); o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) ).xyz ; 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.normal, 0.0); gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0); gl_TexCoord[2] = vec4( xl_retval._LightCoord, 0.0); }