struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform float _Cutoff; uniform vec4 _Color; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } void surf ( in Input IN_2, inout SurfaceOutput o_3 ) { vec4 c_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * _Color); c_4 = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = c_4.xyz; o_3.Albedo = tmpvar_7; float tmpvar_8; tmpvar_8 = c_4.w; o_3.Alpha = tmpvar_8; } float UnitySpotCookie ( in vec4 LightCoord_9 ) { vec4 tmpvar_10; tmpvar_10 = texture2D (_LightTexture0, ((LightCoord_9.xy / LightCoord_9.w) + 0.5)); return tmpvar_10.w; } float UnitySpotAttenuate ( in vec3 LightCoord_11 ) { float tmpvar_12; tmpvar_12 = dot (LightCoord_11, LightCoord_11); vec2 tmpvar_13; tmpvar_13 = vec2(tmpvar_12); vec2 tmpvar_14; tmpvar_14 = tmpvar_13.xy; vec4 tmpvar_15; tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14); return tmpvar_15.w; } vec4 LightingLambert ( in SurfaceOutput s_16, in vec3 lightDir_17, in float atten_18 ) { vec4 c_19; float diff_20; float tmpvar_21; tmpvar_21 = dot (s_16.Normal, lightDir_17); float tmpvar_22; tmpvar_22 = max (0.0, tmpvar_21); float tmpvar_23; tmpvar_23 = tmpvar_22; diff_20 = tmpvar_23; vec3 tmpvar_24; tmpvar_24 = ((s_16.Albedo * _LightColor0.xyz) * ((diff_20 * atten_18) * 2.0)); c_19.xyz = tmpvar_24.xyz.xyz; float tmpvar_25; tmpvar_25 = s_16.Alpha; c_19.w = vec4(tmpvar_25).w; return c_19; } vec4 frag_surf ( in v2f_surf IN_26 ) { vec4 c_27; vec3 lightDir_28; SurfaceOutput o_29; Input surfIN_30; vec2 tmpvar_31; tmpvar_31 = IN_26.hip_pack0.xy; surfIN_30.uv_MainTex = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_29.Albedo = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = vec3(0.0, 0.0, 0.0); o_29.Emission = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_29.Specular = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_29.Alpha = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_29.Gloss = tmpvar_36; vec3 tmpvar_37; tmpvar_37 = IN_26.normal; o_29.Normal = tmpvar_37; surf (surfIN_30, o_29); xll_clip ((o_29.Alpha - _Cutoff)); vec3 tmpvar_38; tmpvar_38 = IN_26.lightDir; lightDir_28 = tmpvar_38; vec3 tmpvar_39; tmpvar_39 = normalize (lightDir_28); vec3 tmpvar_40; tmpvar_40 = tmpvar_39; lightDir_28 = tmpvar_40; float tmpvar_41; tmpvar_41 = UnitySpotCookie (IN_26._LightCoord); float tmpvar_42; tmpvar_42 = UnitySpotAttenuate (IN_26._LightCoord.xyz); vec4 tmpvar_43; tmpvar_43 = LightingLambert (o_29, lightDir_28, ((float((IN_26._LightCoord.z > 0.0)) * tmpvar_41) * tmpvar_42)); vec4 tmpvar_44; tmpvar_44 = tmpvar_43; c_27 = tmpvar_44; float tmpvar_45; tmpvar_45 = o_29.Alpha; c_27.w = vec4(tmpvar_45).w; return c_27; } void main () { v2f_surf xlt_IN_46; vec4 xl_retval_47; vec4 tmpvar_48; tmpvar_48 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_46.pos = tmpvar_48; float tmpvar_49; tmpvar_49 = xlv_FOG.x; xlt_IN_46.fog = tmpvar_49; vec2 tmpvar_50; tmpvar_50 = gl_TexCoord[0].xy; vec2 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_46.hip_pack0 = tmpvar_51; vec3 tmpvar_52; tmpvar_52 = gl_TexCoord[1].xyz; vec3 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_46.normal = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = gl_TexCoord[2].xyz; vec3 tmpvar_55; tmpvar_55 = tmpvar_54; xlt_IN_46.lightDir = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = gl_TexCoord[3].xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xlt_IN_46._LightCoord = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = frag_surf (xlt_IN_46); vec4 tmpvar_59; tmpvar_59 = tmpvar_58; xl_retval_47 = tmpvar_59; vec4 tmpvar_60; tmpvar_60 = xl_retval_47.xyzw; vec4 tmpvar_61; tmpvar_61 = tmpvar_60; gl_FragData[0] = tmpvar_61; }