struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 normal; vec3 lightDir; vec3 _LightCoord; }; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; varying vec4 xlv_FOG; 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 * IN_2.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; } 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; SurfaceOutput o_22; Input surfIN_23; vec2 tmpvar_24; tmpvar_24 = IN_19.hip_pack0.xy; surfIN_23.uv_MainTex = tmpvar_24; vec4 tmpvar_25; tmpvar_25 = IN_19.lop_color; surfIN_23.color = tmpvar_25; vec3 tmpvar_26; tmpvar_26 = vec3(0.0, 0.0, 0.0); o_22.Albedo = tmpvar_26; vec3 tmpvar_27; tmpvar_27 = vec3(0.0, 0.0, 0.0); o_22.Emission = tmpvar_27; float tmpvar_28; tmpvar_28 = 0.0; o_22.Specular = tmpvar_28; float tmpvar_29; tmpvar_29 = 0.0; o_22.Alpha = tmpvar_29; float tmpvar_30; tmpvar_30 = 0.0; o_22.Gloss = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = IN_19.normal; o_22.Normal = tmpvar_31; surf (surfIN_23, o_22); xll_clip ((o_22.Alpha - _Cutoff)); vec3 tmpvar_32; tmpvar_32 = IN_19.lightDir; lightDir_21 = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = normalize (lightDir_21); vec3 tmpvar_34; tmpvar_34 = tmpvar_33; lightDir_21 = tmpvar_34; float tmpvar_35; tmpvar_35 = dot (IN_19._LightCoord, IN_19._LightCoord); vec2 tmpvar_36; tmpvar_36 = vec2(tmpvar_35); vec2 tmpvar_37; tmpvar_37 = tmpvar_36.xy; vec4 tmpvar_38; tmpvar_38 = texture2D (_LightTextureB0, tmpvar_37); vec4 tmpvar_39; tmpvar_39 = textureCube (_LightTexture0, IN_19._LightCoord); vec4 tmpvar_40; tmpvar_40 = LightingLambert (o_22, lightDir_21, (tmpvar_38.w * tmpvar_39.w)); vec4 tmpvar_41; tmpvar_41 = tmpvar_40; c_20 = tmpvar_41; float tmpvar_42; tmpvar_42 = o_22.Alpha; c_20.w = vec4(tmpvar_42).w; return c_20; } void main () { v2f_surf xlt_IN_43; vec4 xl_retval_44; vec4 tmpvar_45; tmpvar_45 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_43.pos = tmpvar_45; float tmpvar_46; tmpvar_46 = xlv_FOG.x; xlt_IN_43.fog = tmpvar_46; vec2 tmpvar_47; tmpvar_47 = gl_TexCoord[0].xy; vec2 tmpvar_48; tmpvar_48 = tmpvar_47; xlt_IN_43.hip_pack0 = tmpvar_48; vec4 tmpvar_49; tmpvar_49 = gl_Color.xyzw; vec4 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_43.lop_color = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = gl_TexCoord[1].xyz; vec3 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_43.normal = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = gl_TexCoord[2].xyz; vec3 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_43.lightDir = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = gl_TexCoord[3].xyz; vec3 tmpvar_56; tmpvar_56 = tmpvar_55; xlt_IN_43._LightCoord = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = frag_surf (xlt_IN_43); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; xl_retval_44 = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = xl_retval_44.xyzw; vec4 tmpvar_60; tmpvar_60 = tmpvar_59; gl_FragData[0] = tmpvar_60; }