struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec4 screenPos; }; struct v2f_surf { vec4 pos; float fog; vec3 normal; vec3 lightDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec2 uv_3; vec2 tmpvar_4; tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w); uv_3 = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = (uv_3 * vec2(2.0, 1.0)); uv_3 = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = vec3(0.5, 0.5, 0.5); o_2.Albedo = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, uv_3); vec3 tmpvar_8; tmpvar_8 = (tmpvar_7.xyz * 0.5); o_2.Emission = tmpvar_8; } vec4 LightingLambert ( in SurfaceOutput s_9, in vec3 lightDir_10, in float atten_11 ) { vec4 c_12; float diff_13; float tmpvar_14; tmpvar_14 = dot (s_9.Normal, lightDir_10); float tmpvar_15; tmpvar_15 = max (0.0, tmpvar_14); float tmpvar_16; tmpvar_16 = tmpvar_15; diff_13 = tmpvar_16; vec3 tmpvar_17; tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0)); c_12.xyz = tmpvar_17.xyz.xyz; float tmpvar_18; tmpvar_18 = s_9.Alpha; c_12.w = vec4(tmpvar_18).w; return c_12; } vec4 frag_surf ( in v2f_surf IN_19 ) { vec4 c_20; vec3 lightDir_21; Input surfIN_22; SurfaceOutput o_23; vec3 tmpvar_24; tmpvar_24 = vec3(0.0, 0.0, 0.0); o_23.Albedo = tmpvar_24; vec3 tmpvar_25; tmpvar_25 = vec3(0.0, 0.0, 0.0); o_23.Emission = tmpvar_25; float tmpvar_26; tmpvar_26 = 0.0; o_23.Specular = tmpvar_26; float tmpvar_27; tmpvar_27 = 0.0; o_23.Alpha = tmpvar_27; float tmpvar_28; tmpvar_28 = 0.0; o_23.Gloss = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = IN_19.normal; o_23.Normal = tmpvar_29; surf (surfIN_22, o_23); vec3 tmpvar_30; tmpvar_30 = IN_19.lightDir; lightDir_21 = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = normalize (lightDir_21); vec3 tmpvar_32; tmpvar_32 = tmpvar_31; lightDir_21 = tmpvar_32; float tmpvar_33; tmpvar_33 = dot (IN_19._LightCoord, IN_19._LightCoord); vec2 tmpvar_34; tmpvar_34 = vec2(tmpvar_33); vec2 tmpvar_35; tmpvar_35 = tmpvar_34.xy; vec4 tmpvar_36; tmpvar_36 = texture2D (_LightTextureB0, tmpvar_35); vec4 tmpvar_37; tmpvar_37 = textureCube (_LightTexture0, IN_19._LightCoord); vec4 tmpvar_38; tmpvar_38 = LightingLambert (o_23, lightDir_21, (tmpvar_36.w * tmpvar_37.w)); vec4 tmpvar_39; tmpvar_39 = tmpvar_38; c_20 = tmpvar_39; float tmpvar_40; tmpvar_40 = 0.0; c_20.w = vec4(tmpvar_40).w; return c_20; } void main () { v2f_surf xlt_IN_41; vec4 xl_retval_42; vec4 tmpvar_43; tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_41.pos = tmpvar_43; float tmpvar_44; tmpvar_44 = xlv_FOG.x; xlt_IN_41.fog = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = gl_TexCoord[0].xyz; vec3 tmpvar_46; tmpvar_46 = tmpvar_45; xlt_IN_41.normal = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = gl_TexCoord[1].xyz; vec3 tmpvar_48; tmpvar_48 = tmpvar_47; xlt_IN_41.lightDir = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = gl_TexCoord[2].xyz; vec3 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_41._LightCoord = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = frag_surf (xlt_IN_41); vec4 tmpvar_52; tmpvar_52 = tmpvar_51; xl_retval_42 = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = xl_retval_42.xyzw; vec4 tmpvar_54; tmpvar_54 = tmpvar_53; gl_FragData[0] = tmpvar_54; }