struct LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; vec3 _ShadowCoord0; vec3 _ShadowCoord1; vec3 _ShadowCoord2; vec3 _ShadowCoord3; vec2 _ShadowZFade; vec2 hip_pack0; vec4 lop_color; }; uniform sampler2D _TranslucencyMap; uniform vec4 _TranslucencyColor; uniform float _Shininess; uniform sampler2D _ShadowMapTexture; uniform vec4 _ProjectionParams; uniform sampler2D _MainTex; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform vec4 _LightShadowData; uniform sampler2D _GlossMap; uniform float _Cutoff; uniform sampler2D _BumpMap; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } float xll_saturate ( in float x_2 ) { float tmpvar_3; tmpvar_3 = clamp (x_2, 0.0, 1.0); return tmpvar_3; } vec2 xll_saturate ( in vec2 x_4 ) { vec2 tmpvar_5; tmpvar_5 = clamp (x_4, 0.0, 1.0); return tmpvar_5; } vec3 xll_saturate ( in vec3 x_6 ) { vec3 tmpvar_7; tmpvar_7 = clamp (x_6, 0.0, 1.0); return tmpvar_7; } vec4 xll_saturate ( in vec4 x_8 ) { vec4 tmpvar_9; tmpvar_9 = clamp (x_8, 0.0, 1.0); return tmpvar_9; } mat2 xll_saturate ( in mat2 m_10 ) { vec2 tmpvar_11; tmpvar_11 = clamp (m_10[0], 0.0, 1.0); vec2 tmpvar_12; tmpvar_12 = clamp (m_10[1], 0.0, 1.0); mat2 tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_13[0] = tmpvar_14; vec2 tmpvar_15; tmpvar_15 = tmpvar_12; tmpvar_13[1] = tmpvar_15; return tmpvar_13; } mat3 xll_saturate ( in mat3 m_16 ) { vec3 tmpvar_17; tmpvar_17 = clamp (m_16[0], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_16[1], 0.0, 1.0); vec3 tmpvar_19; tmpvar_19 = clamp (m_16[2], 0.0, 1.0); mat3 tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_20[0] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_20[1] = tmpvar_22; vec3 tmpvar_23; tmpvar_23 = tmpvar_19; tmpvar_20[2] = tmpvar_23; return tmpvar_20; } mat4 xll_saturate ( in mat4 m_24 ) { vec4 tmpvar_25; tmpvar_25 = clamp (m_24[0], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_24[1], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_24[2], 0.0, 1.0); vec4 tmpvar_28; tmpvar_28 = clamp (m_24[3], 0.0, 1.0); mat4 tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_29[0] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_29[1] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_29[2] = tmpvar_32; vec4 tmpvar_33; tmpvar_33 = tmpvar_28; tmpvar_29[3] = tmpvar_33; return tmpvar_29; } vec4 UnpackNormal ( in vec4 packednormal_34 ) { vec4 normal_35; vec2 tmpvar_36; tmpvar_36 = ((packednormal_34.wy * 2.0) - 1.0); normal_35.xy = tmpvar_36.xy.xy; float tmpvar_37; tmpvar_37 = sqrt (((1.0 - (normal_35.x * normal_35.x)) - (normal_35.y * normal_35.y))); float tmpvar_38; tmpvar_38 = tmpvar_37; normal_35.z = vec3(tmpvar_38).z; return normal_35; } void surf ( in Input IN_39, inout LeafSurfaceOutput o_40 ) { vec4 c_41; vec4 tmpvar_42; tmpvar_42 = texture2D (_MainTex, IN_39.uv_MainTex); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_41 = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = (c_41.xyz * IN_39.color.xyz); o_40.Albedo = tmpvar_44; vec4 tmpvar_45; tmpvar_45 = texture2D (_TranslucencyMap, IN_39.uv_MainTex); vec3 tmpvar_46; tmpvar_46 = _TranslucencyColor.xyz; vec3 tmpvar_47; tmpvar_47 = (tmpvar_45.xyz * tmpvar_46); o_40.Translucency = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = texture2D (_GlossMap, IN_39.uv_MainTex); float tmpvar_49; tmpvar_49 = tmpvar_48.w; o_40.Gloss = tmpvar_49; float tmpvar_50; tmpvar_50 = (c_41.w * IN_39.color.w); o_40.Alpha = tmpvar_50; float tmpvar_51; tmpvar_51 = _Shininess; o_40.Specular = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = texture2D (_BumpMap, IN_39.uv_MainTex); vec4 tmpvar_53; tmpvar_53 = UnpackNormal (tmpvar_52); vec3 tmpvar_54; tmpvar_54 = tmpvar_53.xyz; vec3 tmpvar_55; tmpvar_55 = tmpvar_54; o_40.Normal = tmpvar_55; } vec2 EncodeFloatRG ( in float v_56 ) { vec2 enc_57; float kEncodeBit_58; vec2 kEncodeMul_59; vec2 tmpvar_60; tmpvar_60 = vec2(1.0, 255.0); kEncodeMul_59 = tmpvar_60; float tmpvar_61; tmpvar_61 = 0.00392157; kEncodeBit_58 = tmpvar_61; vec2 tmpvar_62; tmpvar_62 = (kEncodeMul_59 * v_56); enc_57 = tmpvar_62; vec2 tmpvar_63; tmpvar_63 = fract (enc_57); vec2 tmpvar_64; tmpvar_64 = tmpvar_63; enc_57 = tmpvar_64; float tmpvar_65; tmpvar_65 = (enc_57.x - (enc_57.y * kEncodeBit_58)); enc_57.x = tmpvar_65; return enc_57; } vec4 frag_surf ( in v2f_surf IN_66 ) { vec4 res_67; float faded_68; float shadow_69; vec4 coord_70; vec4 weights_71; vec4 far_72; vec4 near_73; vec4 z_74; LeafSurfaceOutput o_75; Input surfIN_76; vec2 tmpvar_77; tmpvar_77 = IN_66.hip_pack0.xy; surfIN_76.uv_MainTex = tmpvar_77; vec4 tmpvar_78; tmpvar_78 = IN_66.lop_color; surfIN_76.color = tmpvar_78; vec3 tmpvar_79; tmpvar_79 = vec3(0.0, 0.0, 0.0); o_75.Albedo = tmpvar_79; vec3 tmpvar_80; tmpvar_80 = vec3(0.0, 0.0, 0.0); o_75.Emission = tmpvar_80; float tmpvar_81; tmpvar_81 = 0.0; o_75.Specular = tmpvar_81; float tmpvar_82; tmpvar_82 = 0.0; o_75.Alpha = tmpvar_82; surf (surfIN_76, o_75); xll_clip ((o_75.Alpha - _Cutoff)); vec4 tmpvar_83; tmpvar_83 = vec4(IN_66._ShadowZFade.x); vec4 tmpvar_84; tmpvar_84 = tmpvar_83; z_74 = tmpvar_84; bvec4 tmpvar_85; tmpvar_85 = greaterThanEqual (z_74, _LightSplitsNear); vec4 tmpvar_86; tmpvar_86 = vec4(tmpvar_85).xyzw; vec4 tmpvar_87; tmpvar_87 = tmpvar_86; near_73 = tmpvar_87; bvec4 tmpvar_88; tmpvar_88 = lessThan (z_74, _LightSplitsFar); vec4 tmpvar_89; tmpvar_89 = vec4(tmpvar_88).xyzw; vec4 tmpvar_90; tmpvar_90 = tmpvar_89; far_72 = tmpvar_90; vec4 tmpvar_91; tmpvar_91 = (near_73 * far_72); weights_71 = tmpvar_91; vec4 tmpvar_92; tmpvar_92.w = 1.0; tmpvar_92.xyz = ((((IN_66._ShadowCoord0 * weights_71.x) + (IN_66._ShadowCoord1 * weights_71.y)) + (IN_66._ShadowCoord2 * weights_71.z)) + (IN_66._ShadowCoord3 * weights_71.w)).xyz; vec4 tmpvar_93; tmpvar_93 = tmpvar_92; coord_70 = tmpvar_93; vec4 tmpvar_94; tmpvar_94 = texture2D (_ShadowMapTexture, coord_70.xy); float tmpvar_95; if ((tmpvar_94.x < coord_70.z)) { tmpvar_95 = _LightShadowData.x; } else { tmpvar_95 = 1.0; }; float tmpvar_96; tmpvar_96 = tmpvar_95; shadow_69 = tmpvar_96; float tmpvar_97; tmpvar_97 = xll_saturate (IN_66._ShadowZFade.y); float tmpvar_98; tmpvar_98 = xll_saturate ((shadow_69 + tmpvar_97)); float tmpvar_99; tmpvar_99 = tmpvar_98; faded_68 = tmpvar_99; float tmpvar_100; tmpvar_100 = faded_68; res_67.x = tmpvar_100; float tmpvar_101; tmpvar_101 = 1.0; res_67.y = vec2(tmpvar_101).y; vec2 tmpvar_102; tmpvar_102 = EncodeFloatRG ((1.0 - (z_74 * _ProjectionParams.w)).x); vec2 tmpvar_103; tmpvar_103 = tmpvar_102; res_67.zw = tmpvar_103.xxxy.zw; return res_67; } 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; vec3 tmpvar_107; tmpvar_107 = gl_TexCoord[0].xyz; vec3 tmpvar_108; tmpvar_108 = tmpvar_107; xlt_IN_104._ShadowCoord0 = tmpvar_108; vec3 tmpvar_109; tmpvar_109 = gl_TexCoord[1].xyz; vec3 tmpvar_110; tmpvar_110 = tmpvar_109; xlt_IN_104._ShadowCoord1 = tmpvar_110; vec3 tmpvar_111; tmpvar_111 = gl_TexCoord[2].xyz; vec3 tmpvar_112; tmpvar_112 = tmpvar_111; xlt_IN_104._ShadowCoord2 = tmpvar_112; vec3 tmpvar_113; tmpvar_113 = gl_TexCoord[3].xyz; vec3 tmpvar_114; tmpvar_114 = tmpvar_113; xlt_IN_104._ShadowCoord3 = tmpvar_114; vec2 tmpvar_115; tmpvar_115 = gl_TexCoord[4].xy; vec2 tmpvar_116; tmpvar_116 = tmpvar_115; xlt_IN_104._ShadowZFade = tmpvar_116; vec2 tmpvar_117; tmpvar_117 = gl_TexCoord[5].xy; vec2 tmpvar_118; tmpvar_118 = tmpvar_117; xlt_IN_104.hip_pack0 = tmpvar_118; vec4 tmpvar_119; tmpvar_119 = gl_Color.xyzw; vec4 tmpvar_120; tmpvar_120 = tmpvar_119; xlt_IN_104.lop_color = tmpvar_120; vec4 tmpvar_121; tmpvar_121 = frag_surf (xlt_IN_104); vec4 tmpvar_122; tmpvar_122 = tmpvar_121; xl_retval_105 = tmpvar_122; vec4 tmpvar_123; tmpvar_123 = xl_retval_105.xyzw; vec4 tmpvar_124; tmpvar_124 = tmpvar_123; gl_FragData[0] = tmpvar_124; }