struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform sampler2D _MainTex; varying vec4 xlv_FOG; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } vec4 UnpackNormal ( in vec4 packednormal_2 ) { vec4 normal_3; vec2 tmpvar_4; tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0); normal_3.xy = tmpvar_4.xy.xy; float tmpvar_5; tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y))); float tmpvar_6; tmpvar_6 = tmpvar_5; normal_3.z = vec3(tmpvar_6).z; return normal_3; } void surf ( in Input IN_7, inout SurfaceOutput o_8 ) { vec4 c_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * _Color); c_9 = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = c_9.xyz; o_8.Albedo = tmpvar_12; float tmpvar_13; tmpvar_13 = c_9.w; o_8.Alpha = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_BumpMap, IN_7.uv_BumpMap); vec4 tmpvar_15; tmpvar_15 = UnpackNormal (tmpvar_14); vec3 tmpvar_16; tmpvar_16 = tmpvar_15.xyz; vec3 tmpvar_17; tmpvar_17 = tmpvar_16; o_8.Normal = tmpvar_17; } vec4 LightingLambert ( in SurfaceOutput s_18, in vec3 lightDir_19, in float atten_20 ) { vec4 c_21; float diff_22; float tmpvar_23; tmpvar_23 = dot (s_18.Normal, lightDir_19); float tmpvar_24; tmpvar_24 = max (0.0, tmpvar_23); float tmpvar_25; tmpvar_25 = tmpvar_24; diff_22 = tmpvar_25; vec3 tmpvar_26; tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0)); c_21.xyz = tmpvar_26.xyz.xyz; float tmpvar_27; tmpvar_27 = s_18.Alpha; c_21.w = vec4(tmpvar_27).w; return c_21; } vec4 frag_surf ( in v2f_surf IN_28 ) { vec4 c_29; vec3 lightDir_30; SurfaceOutput o_31; Input surfIN_32; vec2 tmpvar_33; tmpvar_33 = IN_28.hip_pack0.xy; surfIN_32.uv_MainTex = tmpvar_33; vec2 tmpvar_34; tmpvar_34 = IN_28.hip_pack0.zw; surfIN_32.uv_BumpMap = tmpvar_34; vec3 tmpvar_35; tmpvar_35 = vec3(0.0, 0.0, 0.0); o_31.Albedo = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = vec3(0.0, 0.0, 0.0); o_31.Emission = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.0; o_31.Specular = tmpvar_37; float tmpvar_38; tmpvar_38 = 0.0; o_31.Alpha = tmpvar_38; float tmpvar_39; tmpvar_39 = 0.0; o_31.Gloss = tmpvar_39; surf (surfIN_32, o_31); xll_clip ((o_31.Alpha - _Cutoff)); vec3 tmpvar_40; tmpvar_40 = IN_28.lightDir; lightDir_30 = tmpvar_40; vec4 tmpvar_41; tmpvar_41 = LightingLambert (o_31, lightDir_30, 1.0); vec4 tmpvar_42; tmpvar_42 = tmpvar_41; c_29 = tmpvar_42; float tmpvar_43; tmpvar_43 = o_31.Alpha; c_29.w = vec4(tmpvar_43).w; return c_29; } void main () { v2f_surf xlt_IN_44; vec4 xl_retval_45; vec4 tmpvar_46; tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_44.pos = tmpvar_46; float tmpvar_47; tmpvar_47 = xlv_FOG.x; xlt_IN_44.fog = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = gl_TexCoord[0].xyzw; vec4 tmpvar_49; tmpvar_49 = tmpvar_48; xlt_IN_44.hip_pack0 = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = gl_TexCoord[1].xyz; vec3 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_44.lightDir = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = frag_surf (xlt_IN_44); vec4 tmpvar_53; tmpvar_53 = tmpvar_52; xl_retval_45 = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = xl_retval_45.xyzw; vec4 tmpvar_55; tmpvar_55 = tmpvar_54; gl_FragData[0] = tmpvar_55; }