struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; uniform vec4 _Color; uniform float _Cutoff; uniform vec4 _LightColor0; uniform samplerCube _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; varying vec4 xlv_FOG; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } void surf ( in Input IN_2, inout SurfaceOutput o_3 ) { vec4 tex_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; tex_4 = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = (tex_4.xyz * _Color.xyz); o_3.Albedo = tmpvar_7; float tmpvar_8; tmpvar_8 = tex_4.w; o_3.Gloss = tmpvar_8; float tmpvar_9; tmpvar_9 = (tex_4.w * _Color.w); o_3.Alpha = tmpvar_9; float tmpvar_10; tmpvar_10 = _Shininess; o_3.Specular = tmpvar_10; } vec4 LightingBlinnPhong ( in SurfaceOutput s_11, in vec3 lightDir_12, in vec3 viewDir_13, in float atten_14 ) { vec4 c_15; float spec_16; float nh_17; float diff_18; vec3 h_19; vec3 tmpvar_20; tmpvar_20 = normalize ((lightDir_12 + viewDir_13)); vec3 tmpvar_21; tmpvar_21 = tmpvar_20; h_19 = tmpvar_21; float tmpvar_22; tmpvar_22 = dot (s_11.Normal, lightDir_12); float tmpvar_23; tmpvar_23 = max (0.0, tmpvar_22); float tmpvar_24; tmpvar_24 = tmpvar_23; diff_18 = tmpvar_24; float tmpvar_25; tmpvar_25 = dot (s_11.Normal, h_19); float tmpvar_26; tmpvar_26 = max (0.0, tmpvar_25); float tmpvar_27; tmpvar_27 = tmpvar_26; nh_17 = tmpvar_27; float tmpvar_28; tmpvar_28 = pow (nh_17, (s_11.Specular * 128.0)); float tmpvar_29; tmpvar_29 = (tmpvar_28 * s_11.Gloss); spec_16 = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = ((( (s_11.Albedo * _LightColor0.xyz) * diff_18) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_16)) * (atten_14 * 2.0)); c_15.xyz = tmpvar_30.xyz.xyz; float tmpvar_31; tmpvar_31 = (s_11.Alpha + (( (_LightColor0.w * _SpecColor.w) * spec_16) * atten_14)); c_15.w = vec4(tmpvar_31).w; return c_15; } vec4 frag_surf ( in v2f_surf IN_32 ) { vec4 c_33; vec3 lightDir_34; SurfaceOutput o_35; Input surfIN_36; vec2 tmpvar_37; tmpvar_37 = IN_32.hip_pack0.xy; surfIN_36.uv_MainTex = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = vec3(0.0, 0.0, 0.0); o_35.Albedo = tmpvar_38; vec3 tmpvar_39; tmpvar_39 = vec3(0.0, 0.0, 0.0); o_35.Emission = tmpvar_39; float tmpvar_40; tmpvar_40 = 0.0; o_35.Specular = tmpvar_40; float tmpvar_41; tmpvar_41 = 0.0; o_35.Alpha = tmpvar_41; float tmpvar_42; tmpvar_42 = 0.0; o_35.Gloss = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = IN_32.normal; o_35.Normal = tmpvar_43; surf (surfIN_36, o_35); xll_clip ((o_35.Alpha - _Cutoff)); vec3 tmpvar_44; tmpvar_44 = IN_32.lightDir; lightDir_34 = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = normalize (lightDir_34); vec3 tmpvar_46; tmpvar_46 = tmpvar_45; lightDir_34 = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = IN_32.viewDir.xyz; vec3 tmpvar_48; tmpvar_48 = normalize (tmpvar_47); float tmpvar_49; tmpvar_49 = dot (IN_32._LightCoord, IN_32._LightCoord); vec2 tmpvar_50; tmpvar_50 = vec2(tmpvar_49); vec2 tmpvar_51; tmpvar_51 = tmpvar_50.xy; vec4 tmpvar_52; tmpvar_52 = texture2D (_LightTextureB0, tmpvar_51); vec4 tmpvar_53; tmpvar_53 = textureCube (_LightTexture0, IN_32._LightCoord); vec4 tmpvar_54; tmpvar_54 = LightingBlinnPhong (o_35, lightDir_34, tmpvar_48, (tmpvar_52.w * tmpvar_53.w)); vec4 tmpvar_55; tmpvar_55 = tmpvar_54; c_33 = tmpvar_55; float tmpvar_56; tmpvar_56 = o_35.Alpha; c_33.w = vec4(tmpvar_56).w; return c_33; } void main () { v2f_surf xlt_IN_57; vec4 xl_retval_58; vec4 tmpvar_59; tmpvar_59 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_57.pos = tmpvar_59; float tmpvar_60; tmpvar_60 = xlv_FOG.x; xlt_IN_57.fog = tmpvar_60; vec2 tmpvar_61; tmpvar_61 = gl_TexCoord[0].xy; vec2 tmpvar_62; tmpvar_62 = tmpvar_61; xlt_IN_57.hip_pack0 = tmpvar_62; vec3 tmpvar_63; tmpvar_63 = gl_TexCoord[1].xyz; vec3 tmpvar_64; tmpvar_64 = tmpvar_63; xlt_IN_57.normal = tmpvar_64; vec3 tmpvar_65; tmpvar_65 = gl_TexCoord[2].xyz; vec3 tmpvar_66; tmpvar_66 = tmpvar_65; xlt_IN_57.lightDir = tmpvar_66; vec3 tmpvar_67; tmpvar_67 = gl_TexCoord[3].xyz; vec3 tmpvar_68; tmpvar_68 = tmpvar_67; xlt_IN_57.viewDir = tmpvar_68; vec3 tmpvar_69; tmpvar_69 = gl_TexCoord[4].xyz; vec3 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_IN_57._LightCoord = tmpvar_70; vec4 tmpvar_71; tmpvar_71 = frag_surf (xlt_IN_57); vec4 tmpvar_72; tmpvar_72 = tmpvar_71; xl_retval_58 = tmpvar_72; vec4 tmpvar_73; tmpvar_73 = xl_retval_58.xyzw; vec4 tmpvar_74; tmpvar_74 = tmpvar_73; gl_FragData[0] = tmpvar_74; }