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#extension GL_ARB_shader_texture_lod : enable
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uniform vec3 _WorldSpaceCameraPos;
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uniform sampler2D _MainTex;
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uniform sampler2D _DetailAlbedoMap;
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uniform sampler2D _AlphaMap;
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uniform sampler2D _Occlusion;
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uniform sampler2D _DetailNormalMap;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _BumpMap;
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uniform float _BumpScale;
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uniform float _Exposure;
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uniform vec4 _Color;
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uniform sampler2D _SpecGlossMap;
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uniform sampler2D _ShadowMapTexture;
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uniform samplerCube _SpecCube;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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uniform float _SelfIllumScale;
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uniform sampler2D _SelfIllum;
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varying vec4 xlv_TEXCOORD0;
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varying vec4 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec4 xlv_TEXCOORD3;
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varying vec3 xlv_TEXCOORD4;
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varying vec4 xlv_TEXCOORD5;
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void main ()
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{
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vec3 lightDir_1;
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vec3 env_2;
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vec3 tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_3 = xlv_TEXCOORD3.xyz;
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tmpvar_4 = (((xlv_TEXCOORD2.yzx * xlv_TEXCOORD3.zxy) - (xlv_TEXCOORD2.zxy * xlv_TEXCOORD3.yzx)) * xlv_TEXCOORD3.www);
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mat3 tmpvar_5;
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tmpvar_5[0].x = tmpvar_3.x;
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tmpvar_5[0].y = tmpvar_4.x;
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tmpvar_5[0].z = xlv_TEXCOORD2.x;
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tmpvar_5[1].x = tmpvar_3.y;
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tmpvar_5[1].y = tmpvar_4.y;
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tmpvar_5[1].z = xlv_TEXCOORD2.y;
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tmpvar_5[2].x = tmpvar_3.z;
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tmpvar_5[2].y = tmpvar_4.z;
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tmpvar_5[2].z = xlv_TEXCOORD2.z;
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vec3 normal_6;
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normal_6.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.xy).wy * 2.0) - 1.0);
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normal_6.xy = (normal_6.xy * _BumpScale);
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normal_6.z = sqrt((1.0 - clamp (
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dot (normal_6.xy, normal_6.xy)
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, 0.0, 1.0)));
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vec3 normal_7;
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normal_7.xy = ((texture2D (_DetailNormalMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0);
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normal_7.xy = (normal_7.xy * _DetailNormalMapScale);
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normal_7.z = sqrt((1.0 - clamp (
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dot (normal_7.xy, normal_7.xy)
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, 0.0, 1.0)));
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vec3 tmpvar_8;
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tmpvar_8.xy = (normal_6.xy + normal_7.xy);
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tmpvar_8.z = (normal_6.z * normal_7.z);
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vec3 tmpvar_9;
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tmpvar_9 = normalize(tmpvar_8);
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vec3 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * tmpvar_5);
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vec3 tmpvar_11;
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tmpvar_11 = normalize((xlv_TEXCOORD1.xyz - _WorldSpaceCameraPos));
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_SpecGlossMap, xlv_TEXCOORD0.xy);
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float tmpvar_13;
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tmpvar_13 = dot (tmpvar_12.xyz, vec3(0.299, 0.587, 0.114));
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float tmpvar_14;
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tmpvar_14 = (1.0 - tmpvar_12.w);
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vec4 tmpvar_15;
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tmpvar_15.xyz = (tmpvar_11 - (2.0 * (
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dot (tmpvar_10, tmpvar_11)
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* tmpvar_10)));
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tmpvar_15.w = (tmpvar_14 * 5.0);
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vec4 tmpvar_16;
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tmpvar_16 = textureCubeLod (_SpecCube, tmpvar_15.xyz, tmpvar_15.w);
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float tmpvar_17;
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tmpvar_17 = (tmpvar_16.w * tmpvar_16.w);
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vec2 tmpvar_18;
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tmpvar_18.x = tmpvar_17;
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tmpvar_18.y = (tmpvar_16.w * tmpvar_17);
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env_2 = (((tmpvar_16.xyz *
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dot (vec2(0.7532, 0.2468), tmpvar_18)
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) * _Exposure) * texture2D (_Occlusion, xlv_TEXCOORD0.xy).x);
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vec4 tmpvar_19;
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tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD4.xy);
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vec4 tmpvar_20;
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tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD4.xy);
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mat3 tmpvar_21;
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tmpvar_21[0].x = 0.816497;
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tmpvar_21[0].y = -0.408248;
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tmpvar_21[0].z = -0.408248;
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tmpvar_21[1].x = 0.0;
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tmpvar_21[1].y = 0.707107;
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tmpvar_21[1].z = -0.707107;
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tmpvar_21[2].x = 0.57735;
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tmpvar_21[2].y = 0.57735;
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tmpvar_21[2].z = 0.57735;
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vec3 tmpvar_22;
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tmpvar_22 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz);
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vec3 v_23;
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v_23.x = tmpvar_21[0].x;
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v_23.y = tmpvar_21[1].x;
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v_23.z = tmpvar_21[2].x;
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vec3 v_24;
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v_24.x = tmpvar_21[0].y;
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v_24.y = tmpvar_21[1].y;
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v_24.z = tmpvar_21[2].y;
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vec3 v_25;
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v_25.x = tmpvar_21[0].z;
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v_25.y = tmpvar_21[1].z;
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v_25.z = tmpvar_21[2].z;
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lightDir_1 = (normalize((
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((tmpvar_22.x * v_23) + (tmpvar_22.y * v_24))
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+
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(tmpvar_22.z * v_25)
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)) * tmpvar_5);
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vec3 tmpvar_26;
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tmpvar_26 = normalize(lightDir_1);
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lightDir_1 = tmpvar_26;
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vec3 lightColor_27;
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lightColor_27 = (texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5).x * ((
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(8.0 * tmpvar_19.w)
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* tmpvar_19.xyz) * dot (
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clamp ((tmpvar_21 * tmpvar_9), 0.0, 1.0)
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, tmpvar_22)));
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vec3 viewDir_28;
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viewDir_28 = -(tmpvar_11);
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vec3 tmpvar_29;
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tmpvar_29 = normalize((tmpvar_26 + viewDir_28));
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float tmpvar_30;
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tmpvar_30 = max (0.0, dot (tmpvar_10, tmpvar_26));
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float tmpvar_31;
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tmpvar_31 = max (0.0, dot (tmpvar_10, tmpvar_29));
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float tmpvar_32;
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tmpvar_32 = max (0.0, dot (tmpvar_10, viewDir_28));
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float tmpvar_33;
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tmpvar_33 = max (0.0, dot (viewDir_28, tmpvar_29));
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float VdotH_34;
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VdotH_34 = (tmpvar_33 + 1e-05);
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float tmpvar_35;
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tmpvar_35 = ((1.0/((
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pow (tmpvar_14, 4.0)
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+ 1e-05))) - 2.0);
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float tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = max (0.0, dot (tmpvar_26, tmpvar_29));
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tmpvar_36 = (0.5 + ((2.0 * tmpvar_37) * (tmpvar_37 * tmpvar_14)));
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vec4 tmpvar_38;
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tmpvar_38.xyz = (((
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(min (((_Color.xyz * texture2D (_MainTex, xlv_TEXCOORD0.xy).xyz) * (2.0 * texture2D (_DetailAlbedoMap, xlv_TEXCOORD0.zw).xyz)), (vec3(1.0, 1.0, 1.0) - tmpvar_13)) * (((
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(1.0 + ((tmpvar_36 - 1.0) * pow ((1.00001 - tmpvar_30), 5.0)))
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*
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(1.0 + ((tmpvar_36 - 1.0) * pow ((1.00001 - tmpvar_32), 5.0)))
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) * tmpvar_30) * lightColor_27))
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+
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(tmpvar_12.xyz * (env_2 + (lightColor_27 * max (0.0,
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((((tmpvar_13 +
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((1.0 - tmpvar_13) * pow (abs((1.0 - tmpvar_33)), 5.0))
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) * min (1.0,
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min ((((2.0 * tmpvar_31) * tmpvar_32) / VdotH_34), (((2.0 * tmpvar_31) * tmpvar_30) / VdotH_34))
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)) * max (0.0, (
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pow (tmpvar_31, tmpvar_35)
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*
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((tmpvar_35 + 1.0) / 6.28318)
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))) / ((4.0 * tmpvar_32) + 1e-05))
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))))
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) + (
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(((1.0 - dot (tmpvar_12.xyz, vec3(0.299, 0.587, 0.114))) * (1.0 - tmpvar_14)) * pow (abs((1.0 - tmpvar_32)), 5.0))
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* env_2)) + (texture2D (_SelfIllum, xlv_TEXCOORD0.xy).xyz * _SelfIllumScale));
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tmpvar_38.w = (texture2D (_AlphaMap, xlv_TEXCOORD0.xy).w * _Color.w);
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gl_FragData[0] = tmpvar_38;
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}
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// stats: 146 alu 12 tex 0 flow
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// inputs: 6
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// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
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// #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// #3: xlv_TEXCOORD3 (high float) 4x1 [-1]
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// #4: xlv_TEXCOORD4 (high float) 3x1 [-1]
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// #5: xlv_TEXCOORD5 (high float) 4x1 [-1]
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// uniforms: 6 (total size: 0)
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// #0: _WorldSpaceCameraPos (high float) 3x1 [-1]
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// #1: _DetailNormalMapScale (high float) 1x1 [-1]
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// #2: _BumpScale (high float) 1x1 [-1]
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// #3: _Exposure (high float) 1x1 [-1]
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// #4: _Color (high float) 4x1 [-1]
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// #5: _SelfIllumScale (high float) 1x1 [-1]
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// textures: 12
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// #0: _MainTex (high 2d) 0x0 [-1]
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// #1: _DetailAlbedoMap (high 2d) 0x0 [-1]
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// #2: _AlphaMap (high 2d) 0x0 [-1]
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// #3: _Occlusion (high 2d) 0x0 [-1]
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// #4: _DetailNormalMap (high 2d) 0x0 [-1]
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// #5: _BumpMap (high 2d) 0x0 [-1]
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// #6: _SpecGlossMap (high 2d) 0x0 [-1]
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// #7: _ShadowMapTexture (high 2d) 0x0 [-1]
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// #8: _SpecCube (high cube) 0x0 [-1]
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// #9: unity_Lightmap (high 2d) 0x0 [-1]
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// #10: unity_LightmapInd (high 2d) 0x0 [-1]
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// #11: _SelfIllum (high 2d) 0x0 [-1]
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