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; vec4 _LightCoord; }; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; varying vec4 xlv_FOG; 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; } 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; Input surfIN_29; SurfaceOutput o_30; vec3 tmpvar_31; tmpvar_31 = vec3(0.0, 0.0, 0.0); o_30.Albedo = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_30.Emission = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_30.Specular = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_30.Alpha = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_30.Gloss = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = IN_26.normal; o_30.Normal = tmpvar_36; surf (surfIN_29, o_30); vec3 tmpvar_37; tmpvar_37 = IN_26.lightDir; lightDir_28 = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = normalize (lightDir_28); vec3 tmpvar_39; tmpvar_39 = tmpvar_38; lightDir_28 = tmpvar_39; float tmpvar_40; tmpvar_40 = UnitySpotCookie (IN_26._LightCoord); float tmpvar_41; tmpvar_41 = UnitySpotAttenuate (IN_26._LightCoord.xyz); vec4 tmpvar_42; tmpvar_42 = LightingLambert (o_30, lightDir_28, ((float( (IN_26._LightCoord.z > 0.0) ) * tmpvar_40) * tmpvar_41)); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_27 = tmpvar_43; float tmpvar_44; tmpvar_44 = 0.0; c_27.w = vec4(tmpvar_44).w; return c_27; } void main () { v2f_surf xlt_IN_45; vec4 xl_retval_46; vec4 tmpvar_47; tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_45.pos = tmpvar_47; float tmpvar_48; tmpvar_48 = xlv_FOG.x; xlt_IN_45.fog = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = gl_TexCoord[0].xyz; vec3 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_45.normal = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = gl_TexCoord[1].xyz; vec3 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_45.lightDir = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = gl_TexCoord[2].xyzw; vec4 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_45._LightCoord = tmpvar_54; vec4 tmpvar_55; tmpvar_55 = frag_surf (xlt_IN_45); vec4 tmpvar_56; tmpvar_56 = tmpvar_55; xl_retval_46 = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = xl_retval_46.xyzw; vec4 tmpvar_58; tmpvar_58 = tmpvar_57; gl_FragData[0] = tmpvar_58; }