struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 worldRefl; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; vec4 UnpackNormal ( in vec4 packednormal_1 ) { vec4 normal_2; vec2 tmpvar_3; tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0); normal_2.xy = tmpvar_3.xy.xy; float tmpvar_4; tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y))); float tmpvar_5; tmpvar_5 = tmpvar_4; normal_2.z = vec3(tmpvar_5).z; return normal_2; } vec2 ParallaxOffset ( in float h_6, in float height_7, in vec3 viewDir_8 ) { vec3 v_9; float tmpvar_10; tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0)); h_6 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = normalize (viewDir_8); vec3 tmpvar_12; tmpvar_12 = tmpvar_11; v_9 = tmpvar_12; float tmpvar_13; tmpvar_13 = (v_9.z + 0.42); v_9.z = vec3(tmpvar_13).z; return (h_6 * (v_9.xy / v_9.z)); } void surf ( in Input IN_14, inout SurfaceOutput o_15 ) { vec4 reflcol_16; vec3 worldRefl_17; vec4 tex_18; vec2 offset_19; float h_20; vec4 tmpvar_21; tmpvar_21 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_22; tmpvar_22 = tmpvar_21.w; h_20 = tmpvar_22; vec2 tmpvar_23; tmpvar_23 = ParallaxOffset (h_20, _Parallax, IN_14.viewDir); vec2 tmpvar_24; tmpvar_24 = tmpvar_23; offset_19 = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = (IN_14.uv_MainTex + offset_19); IN_14.uv_MainTex = tmpvar_25; vec2 tmpvar_26; tmpvar_26 = (IN_14.uv_BumpMap + offset_19); IN_14.uv_BumpMap = tmpvar_26; vec4 tmpvar_27; tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_28; tmpvar_28 = tmpvar_27; tex_18 = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = (tex_18.xyz * _Color.xyz); o_15.Albedo = tmpvar_29; float tmpvar_30; tmpvar_30 = tex_18.w; o_15.Gloss = tmpvar_30; float tmpvar_31; tmpvar_31 = _Shininess; o_15.Specular = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_33; tmpvar_33 = UnpackNormal (tmpvar_32); vec3 tmpvar_34; tmpvar_34 = tmpvar_33.xyz; vec3 tmpvar_35; tmpvar_35 = tmpvar_34; o_15.Normal = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = IN_14.worldRefl; worldRefl_17 = tmpvar_36; vec4 tmpvar_37; tmpvar_37 = textureCube (_Cube, worldRefl_17); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; reflcol_16 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = (reflcol_16 * tex_18.w); reflcol_16 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = (reflcol_16.xyz * _ReflectColor.xyz); o_15.Emission = tmpvar_40; float tmpvar_41; tmpvar_41 = (reflcol_16.w * _ReflectColor.w); o_15.Alpha = tmpvar_41; } vec4 LightingBlinnPhong ( in SurfaceOutput s_42, in vec3 lightDir_43, in vec3 viewDir_44, in float atten_45 ) { vec4 c_46; float spec_47; float nh_48; float diff_49; vec3 h_50; vec3 tmpvar_51; tmpvar_51 = normalize ((lightDir_43 + viewDir_44)); vec3 tmpvar_52; tmpvar_52 = tmpvar_51; h_50 = tmpvar_52; float tmpvar_53; tmpvar_53 = dot (s_42.Normal, lightDir_43); float tmpvar_54; tmpvar_54 = max (0.0, tmpvar_53); float tmpvar_55; tmpvar_55 = tmpvar_54; diff_49 = tmpvar_55; float tmpvar_56; tmpvar_56 = dot (s_42.Normal, h_50); float tmpvar_57; tmpvar_57 = max (0.0, tmpvar_56); float tmpvar_58; tmpvar_58 = tmpvar_57; nh_48 = tmpvar_58; float tmpvar_59; tmpvar_59 = pow (nh_48, (s_42.Specular * 128.0)); float tmpvar_60; tmpvar_60 = (tmpvar_59 * s_42.Gloss); spec_47 = tmpvar_60; vec3 tmpvar_61; tmpvar_61 = ((((s_42.Albedo * _LightColor0.xyz) * diff_49) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_47)) * (atten_45 * 2.0)); c_46.xyz = tmpvar_61.xyz.xyz; float tmpvar_62; tmpvar_62 = (s_42.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_47) * atten_45)); c_46.w = vec4(tmpvar_62).w; return c_46; } vec4 frag_surf ( in v2f_surf IN_63 ) { vec4 c_64; vec3 lightDir_65; SurfaceOutput o_66; Input surfIN_67; vec2 tmpvar_68; tmpvar_68 = IN_63.hip_pack0.xy; surfIN_67.uv_MainTex = tmpvar_68; vec2 tmpvar_69; tmpvar_69 = IN_63.hip_pack0.zw; surfIN_67.uv_BumpMap = tmpvar_69; vec3 tmpvar_70; tmpvar_70 = IN_63.viewDir; surfIN_67.viewDir = tmpvar_70; vec3 tmpvar_71; tmpvar_71 = vec3(0.0, 0.0, 0.0); o_66.Albedo = tmpvar_71; vec3 tmpvar_72; tmpvar_72 = vec3(0.0, 0.0, 0.0); o_66.Emission = tmpvar_72; float tmpvar_73; tmpvar_73 = 0.0; o_66.Specular = tmpvar_73; float tmpvar_74; tmpvar_74 = 0.0; o_66.Alpha = tmpvar_74; float tmpvar_75; tmpvar_75 = 0.0; o_66.Gloss = tmpvar_75; surf (surfIN_67, o_66); vec3 tmpvar_76; tmpvar_76 = IN_63.lightDir; lightDir_65 = tmpvar_76; vec3 tmpvar_77; tmpvar_77 = normalize (lightDir_65); vec3 tmpvar_78; tmpvar_78 = tmpvar_77; lightDir_65 = tmpvar_78; vec3 tmpvar_79; tmpvar_79 = IN_63.viewDir.xyz; vec3 tmpvar_80; tmpvar_80 = normalize (tmpvar_79); float tmpvar_81; tmpvar_81 = dot (IN_63._LightCoord, IN_63._LightCoord); vec2 tmpvar_82; tmpvar_82 = vec2(tmpvar_81); vec2 tmpvar_83; tmpvar_83 = tmpvar_82.xy; vec4 tmpvar_84; tmpvar_84 = texture2D (_LightTexture0, tmpvar_83); vec4 tmpvar_85; tmpvar_85 = LightingBlinnPhong (o_66, lightDir_65, tmpvar_80, tmpvar_84.w); vec4 tmpvar_86; tmpvar_86 = tmpvar_85; c_64 = tmpvar_86; float tmpvar_87; tmpvar_87 = 0.0; c_64.w = vec4(tmpvar_87).w; return c_64; } void main () { v2f_surf xlt_IN_88; vec4 xl_retval_89; vec4 tmpvar_90; tmpvar_90 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_88.pos = tmpvar_90; float tmpvar_91; tmpvar_91 = xlv_FOG.x; xlt_IN_88.fog = tmpvar_91; vec4 tmpvar_92; tmpvar_92 = gl_TexCoord[0].xyzw; vec4 tmpvar_93; tmpvar_93 = tmpvar_92; xlt_IN_88.hip_pack0 = tmpvar_93; vec3 tmpvar_94; tmpvar_94 = gl_TexCoord[1].xyz; vec3 tmpvar_95; tmpvar_95 = tmpvar_94; xlt_IN_88.viewDir = tmpvar_95; vec3 tmpvar_96; tmpvar_96 = gl_TexCoord[2].xyz; vec3 tmpvar_97; tmpvar_97 = tmpvar_96; xlt_IN_88.lightDir = tmpvar_97; vec3 tmpvar_98; tmpvar_98 = gl_TexCoord[3].xyz; vec3 tmpvar_99; tmpvar_99 = tmpvar_98; xlt_IN_88._LightCoord = tmpvar_99; vec4 tmpvar_100; tmpvar_100 = frag_surf (xlt_IN_88); vec4 tmpvar_101; tmpvar_101 = tmpvar_100; xl_retval_89 = tmpvar_101; vec4 tmpvar_102; tmpvar_102 = xl_retval_89.xyzw; vec4 tmpvar_103; tmpvar_103 = tmpvar_102; gl_FragData[0] = tmpvar_103; }