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; vec3 viewDir; vec4 _LightCoord; }; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; varying vec4 xlv_FOG; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 tex_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; tex_3 = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = (tex_3.xyz * _Color.xyz); o_2.Albedo = tmpvar_6; float tmpvar_7; tmpvar_7 = tex_3.w; o_2.Gloss = tmpvar_7; float tmpvar_8; tmpvar_8 = (tex_3.w * _Color.w); o_2.Alpha = tmpvar_8; float tmpvar_9; tmpvar_9 = _Shininess; o_2.Specular = tmpvar_9; } float UnitySpotCookie ( in vec4 LightCoord_10 ) { vec4 tmpvar_11; tmpvar_11 = texture2D (_LightTexture0, ((LightCoord_10.xy / LightCoord_10.w) + 0.5)); return tmpvar_11.w; } float UnitySpotAttenuate ( in vec3 LightCoord_12 ) { float tmpvar_13; tmpvar_13 = dot (LightCoord_12, LightCoord_12); vec2 tmpvar_14; tmpvar_14 = vec2(tmpvar_13); vec2 tmpvar_15; tmpvar_15 = tmpvar_14.xy; vec4 tmpvar_16; tmpvar_16 = texture2D (_LightTextureB0, tmpvar_15); return tmpvar_16.w; } vec4 LightingBlinnPhong ( in SurfaceOutput s_17, in vec3 lightDir_18, in vec3 viewDir_19, in float atten_20 ) { vec4 c_21; float spec_22; float nh_23; float diff_24; vec3 h_25; vec3 tmpvar_26; tmpvar_26 = normalize ((lightDir_18 + viewDir_19)); vec3 tmpvar_27; tmpvar_27 = tmpvar_26; h_25 = tmpvar_27; float tmpvar_28; tmpvar_28 = dot (s_17.Normal, lightDir_18); float tmpvar_29; tmpvar_29 = max (0.0, tmpvar_28); float tmpvar_30; tmpvar_30 = tmpvar_29; diff_24 = tmpvar_30; float tmpvar_31; tmpvar_31 = dot (s_17.Normal, h_25); float tmpvar_32; tmpvar_32 = max (0.0, tmpvar_31); float tmpvar_33; tmpvar_33 = tmpvar_32; nh_23 = tmpvar_33; float tmpvar_34; tmpvar_34 = pow (nh_23, (s_17.Specular * 128.0)); float tmpvar_35; tmpvar_35 = (tmpvar_34 * s_17.Gloss); spec_22 = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = ((( (s_17.Albedo * _LightColor0.xyz) * diff_24) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_22)) * (atten_20 * 2.0)); c_21.xyz = tmpvar_36.xyz.xyz; float tmpvar_37; tmpvar_37 = (s_17.Alpha + (( (_LightColor0.w * _SpecColor.w) * spec_22) * atten_20)); c_21.w = vec4(tmpvar_37).w; return c_21; } vec4 frag_surf ( in v2f_surf IN_38 ) { vec4 c_39; vec3 lightDir_40; SurfaceOutput o_41; Input surfIN_42; vec2 tmpvar_43; tmpvar_43 = IN_38.hip_pack0.xy; surfIN_42.uv_MainTex = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = vec3(0.0, 0.0, 0.0); o_41.Albedo = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = vec3(0.0, 0.0, 0.0); o_41.Emission = tmpvar_45; float tmpvar_46; tmpvar_46 = 0.0; o_41.Specular = tmpvar_46; float tmpvar_47; tmpvar_47 = 0.0; o_41.Alpha = tmpvar_47; float tmpvar_48; tmpvar_48 = 0.0; o_41.Gloss = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = IN_38.normal; o_41.Normal = tmpvar_49; surf (surfIN_42, o_41); vec3 tmpvar_50; tmpvar_50 = IN_38.lightDir; lightDir_40 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = normalize (lightDir_40); vec3 tmpvar_52; tmpvar_52 = tmpvar_51; lightDir_40 = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = IN_38.viewDir.xyz; vec3 tmpvar_54; tmpvar_54 = normalize (tmpvar_53); float tmpvar_55; tmpvar_55 = UnitySpotCookie (IN_38._LightCoord); float tmpvar_56; tmpvar_56 = UnitySpotAttenuate (IN_38._LightCoord.xyz); vec4 tmpvar_57; tmpvar_57 = LightingBlinnPhong (o_41, lightDir_40, tmpvar_54, ((float( (IN_38._LightCoord.z > 0.0) ) * tmpvar_55) * tmpvar_56)); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; c_39 = tmpvar_58; float tmpvar_59; tmpvar_59 = 0.0; c_39.w = vec4(tmpvar_59).w; return c_39; } void main () { v2f_surf xlt_IN_60; vec4 xl_retval_61; vec4 tmpvar_62; tmpvar_62 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_60.pos = tmpvar_62; float tmpvar_63; tmpvar_63 = xlv_FOG.x; xlt_IN_60.fog = tmpvar_63; vec2 tmpvar_64; tmpvar_64 = gl_TexCoord[0].xy; vec2 tmpvar_65; tmpvar_65 = tmpvar_64; xlt_IN_60.hip_pack0 = tmpvar_65; vec3 tmpvar_66; tmpvar_66 = gl_TexCoord[1].xyz; vec3 tmpvar_67; tmpvar_67 = tmpvar_66; xlt_IN_60.normal = tmpvar_67; vec3 tmpvar_68; tmpvar_68 = gl_TexCoord[2].xyz; vec3 tmpvar_69; tmpvar_69 = tmpvar_68; xlt_IN_60.lightDir = tmpvar_69; vec3 tmpvar_70; tmpvar_70 = gl_TexCoord[3].xyz; vec3 tmpvar_71; tmpvar_71 = tmpvar_70; xlt_IN_60.viewDir = tmpvar_71; vec4 tmpvar_72; tmpvar_72 = gl_TexCoord[4].xyzw; vec4 tmpvar_73; tmpvar_73 = tmpvar_72; xlt_IN_60._LightCoord = tmpvar_73; vec4 tmpvar_74; tmpvar_74 = frag_surf (xlt_IN_60); vec4 tmpvar_75; tmpvar_75 = tmpvar_74; xl_retval_61 = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = xl_retval_61.xyzw; vec4 tmpvar_77; tmpvar_77 = tmpvar_76; gl_FragData[0] = tmpvar_77; }