Hello,

#define GL_ES

#endif

//GLSL

#extension GL_ARB_shader_texture_lod:enable

#extension GL_EXT_shader_texture_lod:enable

#ifdef GL_ES

precision lowp float;

precision lowp int;

#define texture2DLod texture2DLodEXT

#endif

#define COLOR 0

#define alpha_test 1

#ifdef GL_ES

#define HP highp

#define MP mediump

#define LP lowp

#else

#define HP

#define MP

#define LP

#endif

#define PAR uniform

#define VAR varying

#define EPS 0.0001

#define EPSL 0.01

#define PI 3.14159265

#define PI2 6.28318531

#define SBUMP_ZERO 0

#define SBUMP_FLAT 1

#define SBUMP_NORMAL 2

#define FX_NONE 0

#define FX_GRASS 1

#define FX_LEAF 2

#define FX_LEAFS 3

#define FX_BONE 4

#define Sat(x) clamp(x,0.0,1.0)

MP float Sum(MP vec2 v){return v.x+v.y;}

MP float Sum(MP vec3 v){return v.x+v.y+v.z;}

MP float Sum(MP vec4 v){return v.x+v.y+v.z+v.w;}

MP float Sqr(MP float x){return x*x;}

MP vec2 Sqr(MP vec2 x){return x*x;}

MP float Cube(MP float x){return x*x*x;}

MP float Length2(MP vec2 v){return dot(v,v);}

MP float Length2(MP vec3 v){return dot(v,v);}

MP float Length2(MP vec4 v){return dot(v,v);}

MP vec2 Rotate(MP vec2 vec,MP vec2 cos_sin)

{

return vec2(vec.x*cos_sin.x-vec.y*cos_sin.y,

vec.x*cos_sin.y+vec.y*cos_sin.x);

}

MP float LerpR(MP float from,MP float to,MP float v){return(v-from)/(to-from);}

MP float LerpRS(MP float from,MP float to,MP float v){return Sat((v-from)/(to-from));}

VAR HP vec2 IO_tex;

#if COLOR!=0

VAR LP vec4 IO_col;

#endif

#define AlphaTest(alpha) if(alpha+MaterialColor().a<1.0)discard

PAR sampler2D Col,Col1,Col2,Col3,

Nrm,Nrm1,Nrm2,Nrm3;

PAR samplerCube Rfl;

PAR MP float AllowBackFlip;

#define BackFlip(dir) {if(!gl_FrontFacing)dir*=AllowBackFlip;}

void main()

{

LP vec4 col=texture2D(Col,IO_tex);

#if alpha_test!=0

if(col.a<0.5)discard;

#endif

#if COLOR!=0

col*=IO_col;

#endif

gl_FragColor=col;

}

WARNING: 0:5: Extension GL_ARB_shader_texture_lod not supported

WARNING: 1 compilation warnings.

Esenthel2012-07-12 23:46:09