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_MainTex; vec3 worldPos; }; struct v2f_surf { vec4 pos; vec3 _ShadowCoord0; vec3 _ShadowCoord1; vec3 _ShadowCoord2; vec3 _ShadowCoord3; vec2 _ShadowZFade; vec3 worldPos; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _LightShadowData; uniform mat4 _Object2World; uniform mat4 _World2Shadow; uniform mat4 _World2Shadow1; uniform mat4 _World2Shadow2; uniform mat4 _World2Shadow3; v2f_surf vert_surf( in appdata_full v ); v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; float z; vec4 wpos; o.worldPos = ( _Object2World * v.vertex ).xyz ; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); z = ( -( gl_ModelViewMatrix * v.vertex ).z ); o._ShadowZFade.x = z; o._ShadowZFade.y = ((z * _LightShadowData.z ) + _LightShadowData.w ); wpos = ( _Object2World * v.vertex ); o._ShadowCoord0 = ( _World2Shadow * wpos ).xyz ; o._ShadowCoord1 = ( _World2Shadow1 * wpos ).xyz ; o._ShadowCoord2 = ( _World2Shadow2 * wpos ).xyz ; o._ShadowCoord3 = ( _World2Shadow3 * wpos ).xyz ; return o; } attribute vec4 TANGENT; 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); gl_TexCoord[0] = vec4( xl_retval._ShadowCoord0, 0.0); gl_TexCoord[1] = vec4( xl_retval._ShadowCoord1, 0.0); gl_TexCoord[2] = vec4( xl_retval._ShadowCoord2, 0.0); gl_TexCoord[3] = vec4( xl_retval._ShadowCoord3, 0.0); gl_TexCoord[4] = vec4( xl_retval._ShadowZFade, 0.0, 0.0); gl_TexCoord[5] = vec4( xl_retval.worldPos, 0.0); }