struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; 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 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; vec4 tmpvar_25; tmpvar_25 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_26; tmpvar_26 = (tmpvar_25 * _Color); c_16 = tmpvar_26; vec3 tmpvar_27; tmpvar_27 = c_16.xyz; o_15.Albedo = tmpvar_27; float tmpvar_28; tmpvar_28 = c_16.w; o_15.Alpha = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_30; tmpvar_30 = UnpackNormal (tmpvar_29); vec3 tmpvar_31; tmpvar_31 = tmpvar_30.xyz; vec3 tmpvar_32; tmpvar_32 = tmpvar_31; o_15.Normal = tmpvar_32; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_33, in vec4 light_34 ) { vec4 c_35; vec3 tmpvar_36; tmpvar_36 = (s_33.Albedo * light_34.xyz); c_35.xyz = tmpvar_36.xyz.xyz; float tmpvar_37; tmpvar_37 = s_33.Alpha; c_35.w = vec4(tmpvar_37).w; return c_35; } vec4 frag_surf ( in v2f_surf IN_38 ) { vec4 col_39; vec4 light_40; SurfaceOutput o_41; Input surfIN_42; vec2 tmpvar_43; tmpvar_43 = IN_38.hip_pack0.xy; surfIN_42.uv_MainTex = tmpvar_43; vec2 tmpvar_44; tmpvar_44 = IN_38.hip_pack0.zw; surfIN_42.uv_BumpMap = tmpvar_44; vec3 tmpvar_45; tmpvar_45 = IN_38.viewDir; surfIN_42.viewDir = tmpvar_45; vec3 tmpvar_46; tmpvar_46 = vec3(0.0, 0.0, 0.0); o_41.Albedo = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = vec3(0.0, 0.0, 0.0); o_41.Emission = tmpvar_47; float tmpvar_48; tmpvar_48 = 0.0; o_41.Specular = tmpvar_48; float tmpvar_49; tmpvar_49 = 0.0; o_41.Alpha = tmpvar_49; float tmpvar_50; tmpvar_50 = 0.0; o_41.Gloss = tmpvar_50; surf (surfIN_42, o_41); vec4 tmpvar_51; tmpvar_51 = texture2DProj (_LightBuffer, IN_38.hip_screen); vec4 tmpvar_52; tmpvar_52 = tmpvar_51; light_40 = tmpvar_52; vec4 tmpvar_53; tmpvar_53 = log2 (light_40); vec4 tmpvar_54; tmpvar_54 = -(tmpvar_53); light_40 = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = (light_40.xyz + unity_Ambient.xyz); light_40.xyz = tmpvar_55.xyz.xyz; vec4 tmpvar_56; tmpvar_56 = LightingLambert_PrePass (o_41, light_40); vec4 tmpvar_57; tmpvar_57 = tmpvar_56; col_39 = tmpvar_57; return col_39; } void main () { v2f_surf xlt_IN_58; vec4 xl_retval_59; vec4 tmpvar_60; tmpvar_60 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_58.pos = tmpvar_60; float tmpvar_61; tmpvar_61 = xlv_FOG.x; xlt_IN_58.fog = tmpvar_61; vec4 tmpvar_62; tmpvar_62 = gl_TexCoord[0].xyzw; vec4 tmpvar_63; tmpvar_63 = tmpvar_62; xlt_IN_58.hip_pack0 = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = gl_TexCoord[1].xyz; vec3 tmpvar_65; tmpvar_65 = tmpvar_64; xlt_IN_58.viewDir = tmpvar_65; vec4 tmpvar_66; tmpvar_66 = gl_TexCoord[2].xyzw; vec4 tmpvar_67; tmpvar_67 = tmpvar_66; xlt_IN_58.hip_screen = tmpvar_67; vec4 tmpvar_68; tmpvar_68 = frag_surf (xlt_IN_58); vec4 tmpvar_69; tmpvar_69 = tmpvar_68; xl_retval_59 = tmpvar_69; vec4 tmpvar_70; tmpvar_70 = xl_retval_59.xyzw; vec4 tmpvar_71; tmpvar_71 = tmpvar_70; gl_FragData[0] = tmpvar_71; }