struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; }; struct v2f_surf { vec4 pos; vec3 normal; }; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _Illum; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 c_3; vec4 tex_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; tex_4 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (tex_4 * _Color); c_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = c_3.xyz; o_2.Albedo = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Illum, IN_1.uv_Illum); vec3 tmpvar_10; tmpvar_10 = (c_3.xyz * tmpvar_9.w); o_2.Emission = tmpvar_10; float tmpvar_11; tmpvar_11 = tex_4.w; o_2.Gloss = tmpvar_11; float tmpvar_12; tmpvar_12 = c_3.w; o_2.Alpha = tmpvar_12; float tmpvar_13; tmpvar_13 = _Shininess; o_2.Specular = tmpvar_13; } vec4 frag_surf ( in v2f_surf IN_14 ) { vec4 res_15; Input surfIN_16; SurfaceOutput o_17; vec3 tmpvar_18; tmpvar_18 = vec3(0.0, 0.0, 0.0); o_17.Albedo = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = vec3(0.0, 0.0, 0.0); o_17.Emission = tmpvar_19; float tmpvar_20; tmpvar_20 = 0.0; o_17.Specular = tmpvar_20; float tmpvar_21; tmpvar_21 = 0.0; o_17.Alpha = tmpvar_21; float tmpvar_22; tmpvar_22 = 0.0; o_17.Gloss = tmpvar_22; vec3 tmpvar_23; tmpvar_23 = IN_14.normal; o_17.Normal = tmpvar_23; surf (surfIN_16, o_17); vec3 tmpvar_24; tmpvar_24 = ((o_17.Normal * vec3(0.5, 0.5, -0.5)) + 0.5); res_15.xyz = tmpvar_24.xyz.xyz; float tmpvar_25; tmpvar_25 = o_17.Specular; res_15.w = vec4(tmpvar_25).w; return res_15; } void main () { v2f_surf xlt_IN_26; vec4 xl_retval_27; vec4 tmpvar_28; tmpvar_28 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_26.pos = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = gl_TexCoord[0].xyz; vec3 tmpvar_30; tmpvar_30 = tmpvar_29; xlt_IN_26.normal = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = frag_surf (xlt_IN_26); vec4 tmpvar_32; tmpvar_32 = tmpvar_31; xl_retval_27 = tmpvar_32; vec4 tmpvar_33; tmpvar_33 = xl_retval_27.xyzw; vec4 tmpvar_34; tmpvar_34 = tmpvar_33; gl_FragData[0] = tmpvar_34; }