struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec4 hip_screen; vec3 hip_lmapFade; }; varying vec4 xlv_FOG; uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform vec4 _Color; uniform sampler2D _BumpMap; float xll_saturate ( in float x_1 ) { float tmpvar_2; tmpvar_2 = clamp (x_1, 0.0, 1.0); return tmpvar_2; } vec2 xll_saturate ( in vec2 x_3 ) { vec2 tmpvar_4; tmpvar_4 = clamp (x_3, 0.0, 1.0); return tmpvar_4; } vec3 xll_saturate ( in vec3 x_5 ) { vec3 tmpvar_6; tmpvar_6 = clamp (x_5, 0.0, 1.0); return tmpvar_6; } vec4 xll_saturate ( in vec4 x_7 ) { vec4 tmpvar_8; tmpvar_8 = clamp (x_7, 0.0, 1.0); return tmpvar_8; } mat2 xll_saturate ( in mat2 m_9 ) { vec2 tmpvar_10; tmpvar_10 = clamp (m_9[0], 0.0, 1.0); vec2 tmpvar_11; tmpvar_11 = clamp (m_9[1], 0.0, 1.0); mat2 tmpvar_12; vec2 tmpvar_13; tmpvar_13 = tmpvar_10; tmpvar_12[0] = tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_12[1] = tmpvar_14; return tmpvar_12; } mat3 xll_saturate ( in mat3 m_15 ) { vec3 tmpvar_16; tmpvar_16 = clamp (m_15[0], 0.0, 1.0); vec3 tmpvar_17; tmpvar_17 = clamp (m_15[1], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_15[2], 0.0, 1.0); mat3 tmpvar_19; vec3 tmpvar_20; tmpvar_20 = tmpvar_16; tmpvar_19[0] = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_19[1] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_19[2] = tmpvar_22; return tmpvar_19; } mat4 xll_saturate ( in mat4 m_23 ) { vec4 tmpvar_24; tmpvar_24 = clamp (m_23[0], 0.0, 1.0); vec4 tmpvar_25; tmpvar_25 = clamp (m_23[1], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_23[2], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_23[3], 0.0, 1.0); mat4 tmpvar_28; vec4 tmpvar_29; tmpvar_29 = tmpvar_24; tmpvar_28[0] = tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_28[1] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_28[2] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_28[3] = tmpvar_32; return tmpvar_28; } vec4 UnpackNormal ( in vec4 packednormal_33 ) { vec4 normal_34; vec2 tmpvar_35; tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0); normal_34.xy = tmpvar_35.xy.xy; float tmpvar_36; tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y))); float tmpvar_37; tmpvar_37 = tmpvar_36; normal_34.z = vec3(tmpvar_37).z; return normal_34; } vec2 ParallaxOffset ( in float h_38, in float height_39, in vec3 viewDir_40 ) { vec3 v_41; float tmpvar_42; tmpvar_42 = ((h_38 * height_39) - (height_39 / 2.0)); h_38 = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = normalize (viewDir_40); vec3 tmpvar_44; tmpvar_44 = tmpvar_43; v_41 = tmpvar_44; float tmpvar_45; tmpvar_45 = (v_41.z + 0.42); v_41.z = vec3(tmpvar_45).z; return (h_38 * (v_41.xy / v_41.z)); } void surf ( in Input IN_46, inout SurfaceOutput o_47 ) { vec4 c_48; vec2 offset_49; float h_50; vec4 tmpvar_51; tmpvar_51 = texture2D (_ParallaxMap, IN_46.uv_BumpMap); float tmpvar_52; tmpvar_52 = tmpvar_51.w; h_50 = tmpvar_52; vec2 tmpvar_53; tmpvar_53 = ParallaxOffset (h_50, _Parallax, IN_46.viewDir); vec2 tmpvar_54; tmpvar_54 = tmpvar_53; offset_49 = tmpvar_54; vec2 tmpvar_55; tmpvar_55 = (IN_46.uv_MainTex + offset_49); IN_46.uv_MainTex = tmpvar_55; vec2 tmpvar_56; tmpvar_56 = (IN_46.uv_BumpMap + offset_49); IN_46.uv_BumpMap = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = texture2D (_MainTex, IN_46.uv_MainTex); vec4 tmpvar_58; tmpvar_58 = (tmpvar_57 * _Color); c_48 = tmpvar_58; vec3 tmpvar_59; tmpvar_59 = c_48.xyz; o_47.Albedo = tmpvar_59; float tmpvar_60; tmpvar_60 = c_48.w; o_47.Alpha = tmpvar_60; vec4 tmpvar_61; tmpvar_61 = texture2D (_BumpMap, IN_46.uv_BumpMap); vec4 tmpvar_62; tmpvar_62 = UnpackNormal (tmpvar_61); vec3 tmpvar_63; tmpvar_63 = tmpvar_62.xyz; vec3 tmpvar_64; tmpvar_64 = tmpvar_63; o_47.Normal = tmpvar_64; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_65, in vec4 light_66 ) { vec4 c_67; vec3 tmpvar_68; tmpvar_68 = (s_65.Albedo * light_66.xyz); c_67.xyz = tmpvar_68.xyz.xyz; float tmpvar_69; tmpvar_69 = s_65.Alpha; c_67.w = vec4(tmpvar_69).w; return c_67; } vec3 DecodeLightmap ( in vec4 color_70 ) { return (2.0 * color_70.xyz); } vec4 frag_surf ( in v2f_surf IN_71 ) { vec4 col_72; vec3 lm_73; vec3 lmIndirect_74; vec3 lmFull_75; vec4 light_76; SurfaceOutput o_77; Input surfIN_78; vec2 tmpvar_79; tmpvar_79 = IN_71.hip_pack0.xy; surfIN_78.uv_MainTex = tmpvar_79; vec2 tmpvar_80; tmpvar_80 = IN_71.hip_pack0.zw; surfIN_78.uv_BumpMap = tmpvar_80; vec3 tmpvar_81; tmpvar_81 = IN_71.viewDir; surfIN_78.viewDir = tmpvar_81; vec3 tmpvar_82; tmpvar_82 = vec3(0.0, 0.0, 0.0); o_77.Albedo = tmpvar_82; vec3 tmpvar_83; tmpvar_83 = vec3(0.0, 0.0, 0.0); o_77.Emission = tmpvar_83; float tmpvar_84; tmpvar_84 = 0.0; o_77.Specular = tmpvar_84; float tmpvar_85; tmpvar_85 = 0.0; o_77.Alpha = tmpvar_85; float tmpvar_86; tmpvar_86 = 0.0; o_77.Gloss = tmpvar_86; surf (surfIN_78, o_77); vec4 tmpvar_87; tmpvar_87 = texture2DProj (_LightBuffer, IN_71.hip_screen); vec4 tmpvar_88; tmpvar_88 = tmpvar_87; light_76 = tmpvar_88; vec4 tmpvar_89; tmpvar_89 = log2 (light_76); vec4 tmpvar_90; tmpvar_90 = -(tmpvar_89); light_76 = tmpvar_90; vec4 tmpvar_91; tmpvar_91 = texture2D (unity_Lightmap, IN_71.hip_lmapFade.xy); vec3 tmpvar_92; tmpvar_92 = DecodeLightmap (tmpvar_91); vec3 tmpvar_93; tmpvar_93 = tmpvar_92; lmFull_75 = tmpvar_93; vec4 tmpvar_94; tmpvar_94 = texture2D (unity_LightmapInd, IN_71.hip_lmapFade.xy); vec3 tmpvar_95; tmpvar_95 = DecodeLightmap (tmpvar_94); vec3 tmpvar_96; tmpvar_96 = tmpvar_95; lmIndirect_74 = tmpvar_96; float tmpvar_97; tmpvar_97 = xll_saturate (IN_71.hip_lmapFade.z); vec3 tmpvar_98; tmpvar_98 = vec3(tmpvar_97); vec3 tmpvar_99; tmpvar_99 = mix (lmIndirect_74, lmFull_75, tmpvar_98); vec3 tmpvar_100; tmpvar_100 = tmpvar_99; lm_73 = tmpvar_100; vec3 tmpvar_101; tmpvar_101 = (light_76.xyz + lm_73); light_76.xyz = tmpvar_101.xyz.xyz; vec4 tmpvar_102; tmpvar_102 = LightingLambert_PrePass (o_77, light_76); vec4 tmpvar_103; tmpvar_103 = tmpvar_102; col_72 = tmpvar_103; return col_72; } void main () { v2f_surf xlt_IN_104; vec4 xl_retval_105; vec4 tmpvar_106; tmpvar_106 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_104.pos = tmpvar_106; float tmpvar_107; tmpvar_107 = xlv_FOG.x; xlt_IN_104.fog = tmpvar_107; vec4 tmpvar_108; tmpvar_108 = gl_TexCoord[0].xyzw; vec4 tmpvar_109; tmpvar_109 = tmpvar_108; xlt_IN_104.hip_pack0 = tmpvar_109; vec3 tmpvar_110; tmpvar_110 = gl_TexCoord[1].xyz; vec3 tmpvar_111; tmpvar_111 = tmpvar_110; xlt_IN_104.viewDir = tmpvar_111; vec4 tmpvar_112; tmpvar_112 = gl_TexCoord[2].xyzw; vec4 tmpvar_113; tmpvar_113 = tmpvar_112; xlt_IN_104.hip_screen = tmpvar_113; vec3 tmpvar_114; tmpvar_114 = gl_TexCoord[3].xyz; vec3 tmpvar_115; tmpvar_115 = tmpvar_114; xlt_IN_104.hip_lmapFade = tmpvar_115; vec4 tmpvar_116; tmpvar_116 = frag_surf (xlt_IN_104); vec4 tmpvar_117; tmpvar_117 = tmpvar_116; xl_retval_105 = tmpvar_117; vec4 tmpvar_118; tmpvar_118 = xl_retval_105.xyzw; vec4 tmpvar_119; tmpvar_119 = tmpvar_118; gl_FragData[0] = tmpvar_119; }