struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec4 _LightCoord; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; varying vec4 xlv_FOG; 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 c_16; vec2 offset_17; float h_18; vec4 tmpvar_19; tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_20; tmpvar_20 = tmpvar_19.w; h_18 = tmpvar_20; vec2 tmpvar_21; tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir); vec2 tmpvar_22; tmpvar_22 = tmpvar_21; offset_17 = tmpvar_22; vec2 tmpvar_23; tmpvar_23 = (IN_14.uv_MainTex + offset_17); IN_14.uv_MainTex = tmpvar_23; vec2 tmpvar_24; tmpvar_24 = (IN_14.uv_BumpMap + offset_17); IN_14.uv_BumpMap = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = (IN_14.uv_Illum + offset_17); IN_14.uv_Illum = tmpvar_25; vec4 tmpvar_26; tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_27; tmpvar_27 = (tmpvar_26 * _Color); c_16 = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = c_16.xyz; o_15.Albedo = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum); vec3 tmpvar_30; tmpvar_30 = (c_16.xyz * tmpvar_29.w); o_15.Emission = tmpvar_30; float tmpvar_31; tmpvar_31 = c_16.w; o_15.Alpha = 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; } float UnitySpotCookie ( in vec4 LightCoord_36 ) { vec4 tmpvar_37; tmpvar_37 = texture2D (_LightTexture0, ((LightCoord_36.xy / LightCoord_36.w) + 0.5)); return tmpvar_37.w; } float UnitySpotAttenuate ( in vec3 LightCoord_38 ) { float tmpvar_39; tmpvar_39 = dot (LightCoord_38, LightCoord_38); vec2 tmpvar_40; tmpvar_40 = vec2(tmpvar_39); vec2 tmpvar_41; tmpvar_41 = tmpvar_40.xy; vec4 tmpvar_42; tmpvar_42 = texture2D (_LightTextureB0, tmpvar_41); return tmpvar_42.w; } vec4 LightingLambert ( in SurfaceOutput s_43, in vec3 lightDir_44, in float atten_45 ) { vec4 c_46; float diff_47; float tmpvar_48; tmpvar_48 = dot (s_43.Normal, lightDir_44); float tmpvar_49; tmpvar_49 = max (0.0, tmpvar_48); float tmpvar_50; tmpvar_50 = tmpvar_49; diff_47 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = ((s_43.Albedo * _LightColor0.xyz) * ((diff_47 * atten_45) * 2.0)); c_46.xyz = tmpvar_51.xyz.xyz; float tmpvar_52; tmpvar_52 = s_43.Alpha; c_46.w = vec4(tmpvar_52).w; return c_46; } vec4 frag_surf ( in v2f_surf IN_53 ) { vec4 c_54; vec3 lightDir_55; SurfaceOutput o_56; Input surfIN_57; vec2 tmpvar_58; tmpvar_58 = IN_53.hip_pack0.xy; surfIN_57.uv_MainTex = tmpvar_58; vec2 tmpvar_59; tmpvar_59 = IN_53.hip_pack0.zw; surfIN_57.uv_BumpMap = tmpvar_59; vec3 tmpvar_60; tmpvar_60 = IN_53.viewDir; surfIN_57.viewDir = tmpvar_60; vec3 tmpvar_61; tmpvar_61 = vec3(0.0, 0.0, 0.0); o_56.Albedo = tmpvar_61; vec3 tmpvar_62; tmpvar_62 = vec3(0.0, 0.0, 0.0); o_56.Emission = tmpvar_62; float tmpvar_63; tmpvar_63 = 0.0; o_56.Specular = tmpvar_63; float tmpvar_64; tmpvar_64 = 0.0; o_56.Alpha = tmpvar_64; float tmpvar_65; tmpvar_65 = 0.0; o_56.Gloss = tmpvar_65; surf (surfIN_57, o_56); vec3 tmpvar_66; tmpvar_66 = IN_53.lightDir; lightDir_55 = tmpvar_66; vec3 tmpvar_67; tmpvar_67 = normalize (lightDir_55); vec3 tmpvar_68; tmpvar_68 = tmpvar_67; lightDir_55 = tmpvar_68; float tmpvar_69; tmpvar_69 = UnitySpotCookie (IN_53._LightCoord); float tmpvar_70; tmpvar_70 = UnitySpotAttenuate (IN_53._LightCoord.xyz); vec4 tmpvar_71; tmpvar_71 = LightingLambert (o_56, lightDir_55, ((float( (IN_53._LightCoord.z > 0.0) ) * tmpvar_69) * tmpvar_70)); vec4 tmpvar_72; tmpvar_72 = tmpvar_71; c_54 = tmpvar_72; float tmpvar_73; tmpvar_73 = 0.0; c_54.w = vec4(tmpvar_73).w; return c_54; } void main () { v2f_surf xlt_IN_74; vec4 xl_retval_75; vec4 tmpvar_76; tmpvar_76 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_74.pos = tmpvar_76; float tmpvar_77; tmpvar_77 = xlv_FOG.x; xlt_IN_74.fog = tmpvar_77; vec4 tmpvar_78; tmpvar_78 = gl_TexCoord[0].xyzw; vec4 tmpvar_79; tmpvar_79 = tmpvar_78; xlt_IN_74.hip_pack0 = tmpvar_79; vec3 tmpvar_80; tmpvar_80 = gl_TexCoord[1].xyz; vec3 tmpvar_81; tmpvar_81 = tmpvar_80; xlt_IN_74.viewDir = tmpvar_81; vec3 tmpvar_82; tmpvar_82 = gl_TexCoord[2].xyz; vec3 tmpvar_83; tmpvar_83 = tmpvar_82; xlt_IN_74.lightDir = tmpvar_83; vec4 tmpvar_84; tmpvar_84 = gl_TexCoord[3].xyzw; vec4 tmpvar_85; tmpvar_85 = tmpvar_84; xlt_IN_74._LightCoord = tmpvar_85; vec4 tmpvar_86; tmpvar_86 = frag_surf (xlt_IN_74); vec4 tmpvar_87; tmpvar_87 = tmpvar_86; xl_retval_75 = tmpvar_87; vec4 tmpvar_88; tmpvar_88 = xl_retval_75.xyzw; vec4 tmpvar_89; tmpvar_89 = tmpvar_88; gl_FragData[0] = tmpvar_89; }