struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform sampler2D _ShadowMapTexture; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; float unitySampleShadow ( in vec4 shadowCoord_1 ) { float shadow_2; vec4 tmpvar_3; tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1); float tmpvar_4; tmpvar_4 = tmpvar_3.x; shadow_2 = tmpvar_4; return shadow_2; } vec4 UnpackNormal ( in vec4 packednormal_5 ) { vec4 normal_6; vec2 tmpvar_7; tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0); normal_6.xy = tmpvar_7.xy.xy; float tmpvar_8; tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y))); float tmpvar_9; tmpvar_9 = tmpvar_8; normal_6.z = vec3(tmpvar_9).z; return normal_6; } vec2 ParallaxOffset ( in float h_10, in float height_11, in vec3 viewDir_12 ) { vec3 v_13; float tmpvar_14; tmpvar_14 = ((h_10 * height_11) - (height_11 / 2.0)); h_10 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = normalize (viewDir_12); vec3 tmpvar_16; tmpvar_16 = tmpvar_15; v_13 = tmpvar_16; float tmpvar_17; tmpvar_17 = (v_13.z + 0.42); v_13.z = vec3(tmpvar_17).z; return (h_10 * (v_13.xy / v_13.z)); } void surf ( in Input IN_18, inout SurfaceOutput o_19 ) { vec4 c_20; vec2 offset_21; float h_22; vec4 tmpvar_23; tmpvar_23 = texture2D (_ParallaxMap, IN_18.uv_BumpMap); float tmpvar_24; tmpvar_24 = tmpvar_23.w; h_22 = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = ParallaxOffset (h_22, _Parallax, IN_18.viewDir); vec2 tmpvar_26; tmpvar_26 = tmpvar_25; offset_21 = tmpvar_26; vec2 tmpvar_27; tmpvar_27 = (IN_18.uv_MainTex + offset_21); IN_18.uv_MainTex = tmpvar_27; vec2 tmpvar_28; tmpvar_28 = (IN_18.uv_BumpMap + offset_21); IN_18.uv_BumpMap = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = texture2D (_MainTex, IN_18.uv_MainTex); vec4 tmpvar_30; tmpvar_30 = (tmpvar_29 * _Color); c_20 = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = c_20.xyz; o_19.Albedo = tmpvar_31; float tmpvar_32; tmpvar_32 = c_20.w; o_19.Alpha = tmpvar_32; vec4 tmpvar_33; tmpvar_33 = texture2D (_BumpMap, IN_18.uv_BumpMap); vec4 tmpvar_34; tmpvar_34 = UnpackNormal (tmpvar_33); vec3 tmpvar_35; tmpvar_35 = tmpvar_34.xyz; vec3 tmpvar_36; tmpvar_36 = tmpvar_35; o_19.Normal = tmpvar_36; } vec4 LightingLambert ( in SurfaceOutput s_37, in vec3 lightDir_38, in float atten_39 ) { vec4 c_40; float diff_41; float tmpvar_42; tmpvar_42 = dot (s_37.Normal, lightDir_38); float tmpvar_43; tmpvar_43 = max (0.0, tmpvar_42); float tmpvar_44; tmpvar_44 = tmpvar_43; diff_41 = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = ((s_37.Albedo * _LightColor0.xyz) * ((diff_41 * atten_39) * 2.0)); c_40.xyz = tmpvar_45.xyz.xyz; float tmpvar_46; tmpvar_46 = s_37.Alpha; c_40.w = vec4(tmpvar_46).w; return c_40; } vec4 frag_surf ( in v2f_surf IN_47 ) { vec4 c_48; float atten_49; SurfaceOutput o_50; Input surfIN_51; vec2 tmpvar_52; tmpvar_52 = IN_47.hip_pack0.xy; surfIN_51.uv_MainTex = tmpvar_52; vec2 tmpvar_53; tmpvar_53 = IN_47.hip_pack0.zw; surfIN_51.uv_BumpMap = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = IN_47.viewDir; surfIN_51.viewDir = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = vec3(0.0, 0.0, 0.0); o_50.Albedo = tmpvar_55; vec3 tmpvar_56; tmpvar_56 = vec3(0.0, 0.0, 0.0); o_50.Emission = tmpvar_56; float tmpvar_57; tmpvar_57 = 0.0; o_50.Specular = tmpvar_57; float tmpvar_58; tmpvar_58 = 0.0; o_50.Alpha = tmpvar_58; float tmpvar_59; tmpvar_59 = 0.0; o_50.Gloss = tmpvar_59; surf (surfIN_51, o_50); float tmpvar_60; tmpvar_60 = unitySampleShadow (IN_47._ShadowCoord); float tmpvar_61; tmpvar_61 = tmpvar_60; atten_49 = tmpvar_61; vec4 tmpvar_62; tmpvar_62 = LightingLambert (o_50, IN_47.lightDir, atten_49); vec4 tmpvar_63; tmpvar_63 = tmpvar_62; c_48 = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = (c_48.xyz + (o_50.Albedo * IN_47.vlight)); c_48.xyz = tmpvar_64.xyz.xyz; return c_48; } void main () { v2f_surf xlt_IN_65; vec4 xl_retval_66; vec4 tmpvar_67; tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_65.pos = tmpvar_67; float tmpvar_68; tmpvar_68 = xlv_FOG.x; xlt_IN_65.fog = tmpvar_68; vec4 tmpvar_69; tmpvar_69 = gl_TexCoord[0].xyzw; vec4 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_IN_65.hip_pack0 = tmpvar_70; vec3 tmpvar_71; tmpvar_71 = gl_TexCoord[1].xyz; vec3 tmpvar_72; tmpvar_72 = tmpvar_71; xlt_IN_65.viewDir = tmpvar_72; vec3 tmpvar_73; tmpvar_73 = gl_TexCoord[2].xyz; vec3 tmpvar_74; tmpvar_74 = tmpvar_73; xlt_IN_65.lightDir = tmpvar_74; vec3 tmpvar_75; tmpvar_75 = gl_TexCoord[3].xyz; vec3 tmpvar_76; tmpvar_76 = tmpvar_75; xlt_IN_65.vlight = tmpvar_76; vec4 tmpvar_77; tmpvar_77 = gl_TexCoord[4].xyzw; vec4 tmpvar_78; tmpvar_78 = tmpvar_77; xlt_IN_65._ShadowCoord = tmpvar_78; vec4 tmpvar_79; tmpvar_79 = frag_surf (xlt_IN_65); vec4 tmpvar_80; tmpvar_80 = tmpvar_79; xl_retval_66 = tmpvar_80; vec4 tmpvar_81; tmpvar_81 = xl_retval_66.xyzw; vec4 tmpvar_82; tmpvar_82 = tmpvar_81; gl_FragData[0] = tmpvar_82; }