struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_Control; vec2 uv_Splat0; vec2 uv_Splat1; vec2 uv_Splat2; vec2 uv_Splat3; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_pack1; vec2 hip_pack2; vec4 hip_screen; vec3 hip_lmapFade; }; varying vec4 xlv_FOG; uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _LightBuffer; uniform sampler2D _Control; float xll_saturate ( in float x_1 ) { float tmpvar_2; tmpvar_2 = clamp (x_1, 0.0, 1.0); return tmpvar_2; } vec2 xll_saturate ( in vec2 x_3 ) { vec2 tmpvar_4; tmpvar_4 = clamp (x_3, 0.0, 1.0); return tmpvar_4; } vec3 xll_saturate ( in vec3 x_5 ) { vec3 tmpvar_6; tmpvar_6 = clamp (x_5, 0.0, 1.0); return tmpvar_6; } vec4 xll_saturate ( in vec4 x_7 ) { vec4 tmpvar_8; tmpvar_8 = clamp (x_7, 0.0, 1.0); return tmpvar_8; } mat2 xll_saturate ( in mat2 m_9 ) { vec2 tmpvar_10; tmpvar_10 = clamp (m_9[0], 0.0, 1.0); vec2 tmpvar_11; tmpvar_11 = clamp (m_9[1], 0.0, 1.0); mat2 tmpvar_12; vec2 tmpvar_13; tmpvar_13 = tmpvar_10; tmpvar_12[0] = tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_12[1] = tmpvar_14; return tmpvar_12; } mat3 xll_saturate ( in mat3 m_15 ) { vec3 tmpvar_16; tmpvar_16 = clamp (m_15[0], 0.0, 1.0); vec3 tmpvar_17; tmpvar_17 = clamp (m_15[1], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_15[2], 0.0, 1.0); mat3 tmpvar_19; vec3 tmpvar_20; tmpvar_20 = tmpvar_16; tmpvar_19[0] = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_19[1] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_19[2] = tmpvar_22; return tmpvar_19; } mat4 xll_saturate ( in mat4 m_23 ) { vec4 tmpvar_24; tmpvar_24 = clamp (m_23[0], 0.0, 1.0); vec4 tmpvar_25; tmpvar_25 = clamp (m_23[1], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_23[2], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_23[3], 0.0, 1.0); mat4 tmpvar_28; vec4 tmpvar_29; tmpvar_29 = tmpvar_24; tmpvar_28[0] = tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_28[1] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_28[2] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_28[3] = tmpvar_32; return tmpvar_28; } void surf ( in Input IN_33, inout SurfaceOutput o_34 ) { vec3 col_35; vec4 splat_control_36; vec4 tmpvar_37; tmpvar_37 = texture2D (_Control, IN_33.uv_Control); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; splat_control_36 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = texture2D (_Splat0, IN_33.uv_Splat0); vec3 tmpvar_40; tmpvar_40 = (splat_control_36.x * tmpvar_39.xyz); col_35 = tmpvar_40; vec4 tmpvar_41; tmpvar_41 = texture2D (_Splat1, IN_33.uv_Splat1); vec3 tmpvar_42; tmpvar_42 = (col_35 + (splat_control_36.y * tmpvar_41.xyz)); col_35 = tmpvar_42; vec4 tmpvar_43; tmpvar_43 = texture2D (_Splat2, IN_33.uv_Splat2); vec3 tmpvar_44; tmpvar_44 = (col_35 + (splat_control_36.z * tmpvar_43.xyz)); col_35 = tmpvar_44; vec4 tmpvar_45; tmpvar_45 = texture2D (_Splat3, IN_33.uv_Splat3); vec3 tmpvar_46; tmpvar_46 = (col_35 + (splat_control_36.w * tmpvar_45.xyz)); col_35 = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = col_35; o_34.Albedo = tmpvar_47; float tmpvar_48; tmpvar_48 = 0.0; o_34.Alpha = tmpvar_48; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_49, in vec4 light_50 ) { vec4 c_51; vec3 tmpvar_52; tmpvar_52 = (s_49.Albedo * light_50.xyz); c_51.xyz = tmpvar_52.xyz.xyz; float tmpvar_53; tmpvar_53 = s_49.Alpha; c_51.w = vec4(tmpvar_53).w; return c_51; } vec3 DecodeLightmap ( in vec4 color_54 ) { return (2.0 * color_54.xyz); } vec4 frag_surf ( in v2f_surf IN_55 ) { vec4 col_56; vec3 lm_57; vec3 lmIndirect_58; vec3 lmFull_59; vec4 light_60; SurfaceOutput o_61; Input surfIN_62; vec2 tmpvar_63; tmpvar_63 = IN_55.hip_pack0.xy; surfIN_62.uv_Control = tmpvar_63; vec2 tmpvar_64; tmpvar_64 = IN_55.hip_pack0.zw; surfIN_62.uv_Splat0 = tmpvar_64; vec2 tmpvar_65; tmpvar_65 = IN_55.hip_pack1.xy; surfIN_62.uv_Splat1 = tmpvar_65; vec2 tmpvar_66; tmpvar_66 = IN_55.hip_pack1.zw; surfIN_62.uv_Splat2 = tmpvar_66; vec2 tmpvar_67; tmpvar_67 = IN_55.hip_pack2.xy; surfIN_62.uv_Splat3 = tmpvar_67; vec3 tmpvar_68; tmpvar_68 = vec3(0.0, 0.0, 0.0); o_61.Albedo = tmpvar_68; vec3 tmpvar_69; tmpvar_69 = vec3(0.0, 0.0, 0.0); o_61.Emission = tmpvar_69; float tmpvar_70; tmpvar_70 = 0.0; o_61.Specular = tmpvar_70; float tmpvar_71; tmpvar_71 = 0.0; o_61.Alpha = tmpvar_71; float tmpvar_72; tmpvar_72 = 0.0; o_61.Gloss = tmpvar_72; surf (surfIN_62, o_61); vec4 tmpvar_73; tmpvar_73 = texture2DProj (_LightBuffer, IN_55.hip_screen); vec4 tmpvar_74; tmpvar_74 = tmpvar_73; light_60 = tmpvar_74; vec4 tmpvar_75; tmpvar_75 = log2 (light_60); vec4 tmpvar_76; tmpvar_76 = -(tmpvar_75); light_60 = tmpvar_76; vec4 tmpvar_77; tmpvar_77 = texture2D (unity_Lightmap, IN_55.hip_lmapFade.xy); vec3 tmpvar_78; tmpvar_78 = DecodeLightmap (tmpvar_77); vec3 tmpvar_79; tmpvar_79 = tmpvar_78; lmFull_59 = tmpvar_79; vec4 tmpvar_80; tmpvar_80 = texture2D (unity_LightmapInd, IN_55.hip_lmapFade.xy); vec3 tmpvar_81; tmpvar_81 = DecodeLightmap (tmpvar_80); vec3 tmpvar_82; tmpvar_82 = tmpvar_81; lmIndirect_58 = tmpvar_82; float tmpvar_83; tmpvar_83 = xll_saturate (IN_55.hip_lmapFade.z); vec3 tmpvar_84; tmpvar_84 = vec3(tmpvar_83); vec3 tmpvar_85; tmpvar_85 = mix (lmIndirect_58, lmFull_59, tmpvar_84); vec3 tmpvar_86; tmpvar_86 = tmpvar_85; lm_57 = tmpvar_86; vec3 tmpvar_87; tmpvar_87 = (light_60.xyz + lm_57); light_60.xyz = tmpvar_87.xyz.xyz; vec4 tmpvar_88; tmpvar_88 = LightingLambert_PrePass (o_61, light_60); vec4 tmpvar_89; tmpvar_89 = tmpvar_88; col_56 = tmpvar_89; return col_56; } void main () { v2f_surf xlt_IN_90; vec4 xl_retval_91; vec4 tmpvar_92; tmpvar_92 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_90.pos = tmpvar_92; float tmpvar_93; tmpvar_93 = xlv_FOG.x; xlt_IN_90.fog = tmpvar_93; vec4 tmpvar_94; tmpvar_94 = gl_TexCoord[0].xyzw; vec4 tmpvar_95; tmpvar_95 = tmpvar_94; xlt_IN_90.hip_pack0 = tmpvar_95; vec4 tmpvar_96; tmpvar_96 = gl_TexCoord[1].xyzw; vec4 tmpvar_97; tmpvar_97 = tmpvar_96; xlt_IN_90.hip_pack1 = tmpvar_97; vec2 tmpvar_98; tmpvar_98 = gl_TexCoord[2].xy; vec2 tmpvar_99; tmpvar_99 = tmpvar_98; xlt_IN_90.hip_pack2 = tmpvar_99; vec4 tmpvar_100; tmpvar_100 = gl_TexCoord[3].xyzw; vec4 tmpvar_101; tmpvar_101 = tmpvar_100; xlt_IN_90.hip_screen = tmpvar_101; vec3 tmpvar_102; tmpvar_102 = gl_TexCoord[4].xyz; vec3 tmpvar_103; tmpvar_103 = tmpvar_102; xlt_IN_90.hip_lmapFade = tmpvar_103; vec4 tmpvar_104; tmpvar_104 = frag_surf (xlt_IN_90); vec4 tmpvar_105; tmpvar_105 = tmpvar_104; xl_retval_91 = tmpvar_105; vec4 tmpvar_106; tmpvar_106 = xl_retval_91.xyzw; vec4 tmpvar_107; tmpvar_107 = tmpvar_106; gl_FragData[0] = tmpvar_107; }