struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec2 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _Illum; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 c_3; vec4 tex_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; tex_4 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (tex_4 * _Color); c_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = c_3.xyz; o_2.Albedo = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Illum, IN_1.uv_Illum); vec3 tmpvar_10; tmpvar_10 = (c_3.xyz * tmpvar_9.w); o_2.Emission = tmpvar_10; float tmpvar_11; tmpvar_11 = c_3.w; o_2.Alpha = tmpvar_11; } vec4 LightingLambert ( in SurfaceOutput s_12, in vec3 lightDir_13, in float atten_14 ) { vec4 c_15; float diff_16; float tmpvar_17; tmpvar_17 = dot (s_12.Normal, lightDir_13); float tmpvar_18; tmpvar_18 = max (0.0, tmpvar_17); float tmpvar_19; tmpvar_19 = tmpvar_18; diff_16 = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = ((s_12.Albedo * _LightColor0.xyz) * ((diff_16 * atten_14) * 2.0)); c_15.xyz = tmpvar_20.xyz.xyz; float tmpvar_21; tmpvar_21 = s_12.Alpha; c_15.w = vec4(tmpvar_21).w; return c_15; } vec4 frag_surf ( in v2f_surf IN_22 ) { vec4 c_23; vec3 lightDir_24; SurfaceOutput o_25; Input surfIN_26; vec2 tmpvar_27; tmpvar_27 = IN_22.hip_pack0.xy; surfIN_26.uv_MainTex = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = vec3(0.0, 0.0, 0.0); o_25.Albedo = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = vec3(0.0, 0.0, 0.0); o_25.Emission = tmpvar_29; float tmpvar_30; tmpvar_30 = 0.0; o_25.Specular = tmpvar_30; float tmpvar_31; tmpvar_31 = 0.0; o_25.Alpha = tmpvar_31; float tmpvar_32; tmpvar_32 = 0.0; o_25.Gloss = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = IN_22.normal; o_25.Normal = tmpvar_33; surf (surfIN_26, o_25); vec3 tmpvar_34; tmpvar_34 = IN_22.lightDir; lightDir_24 = tmpvar_34; vec4 tmpvar_35; tmpvar_35 = texture2D (_LightTexture0, IN_22._LightCoord); vec4 tmpvar_36; tmpvar_36 = LightingLambert (o_25, lightDir_24, (tmpvar_35.w * 1.0)); vec4 tmpvar_37; tmpvar_37 = tmpvar_36; c_23 = tmpvar_37; float tmpvar_38; tmpvar_38 = 0.0; c_23.w = vec4(tmpvar_38).w; return c_23; } void main () { v2f_surf xlt_IN_39; vec4 xl_retval_40; vec4 tmpvar_41; tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_39.pos = tmpvar_41; float tmpvar_42; tmpvar_42 = xlv_FOG.x; xlt_IN_39.fog = tmpvar_42; vec2 tmpvar_43; tmpvar_43 = gl_TexCoord[0].xy; vec2 tmpvar_44; tmpvar_44 = tmpvar_43; xlt_IN_39.hip_pack0 = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = gl_TexCoord[1].xyz; vec3 tmpvar_46; tmpvar_46 = tmpvar_45; xlt_IN_39.normal = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = gl_TexCoord[2].xyz; vec3 tmpvar_48; tmpvar_48 = tmpvar_47; xlt_IN_39.lightDir = tmpvar_48; vec2 tmpvar_49; tmpvar_49 = gl_TexCoord[3].xy; vec2 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_39._LightCoord = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = frag_surf (xlt_IN_39); vec4 tmpvar_52; tmpvar_52 = tmpvar_51; xl_retval_40 = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = xl_retval_40.xyzw; vec4 tmpvar_54; tmpvar_54 = tmpvar_53; gl_FragData[0] = tmpvar_54; }