struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform sampler2D _ShadowMapTexture; uniform float _Shininess; uniform vec4 _SpecColor; varying vec4 xlv_FOG; float unitySampleShadow ( in vec4 shadowCoord_1 ) { float shadow_2; vec4 tmpvar_3; tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1); float tmpvar_4; tmpvar_4 = tmpvar_3.x; shadow_2 = tmpvar_4; return shadow_2; } vec4 UnpackNormal ( in vec4 packednormal_5 ) { vec4 normal_6; vec2 tmpvar_7; tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0); normal_6.xy = tmpvar_7.xy.xy; float tmpvar_8; tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y))); float tmpvar_9; tmpvar_9 = tmpvar_8; normal_6.z = vec3(tmpvar_9).z; return normal_6; } void surf ( in Input IN_10, inout SurfaceOutput o_11 ) { vec4 tex_12; vec4 tmpvar_13; tmpvar_13 = texture2D (_MainTex, IN_10.uv_MainTex); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; tex_12 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (tex_12.xyz * _Color.xyz); o_11.Albedo = tmpvar_15; float tmpvar_16; tmpvar_16 = tex_12.w; o_11.Gloss = tmpvar_16; float tmpvar_17; tmpvar_17 = (tex_12.w * _Color.w); o_11.Alpha = tmpvar_17; float tmpvar_18; tmpvar_18 = _Shininess; o_11.Specular = tmpvar_18; vec4 tmpvar_19; tmpvar_19 = texture2D (_BumpMap, IN_10.uv_BumpMap); vec4 tmpvar_20; tmpvar_20 = UnpackNormal (tmpvar_19); vec3 tmpvar_21; tmpvar_21 = tmpvar_20.xyz; vec3 tmpvar_22; tmpvar_22 = tmpvar_21; o_11.Normal = tmpvar_22; } vec4 LightingBlinnPhong ( in SurfaceOutput s_23, in vec3 lightDir_24, in vec3 viewDir_25, in float atten_26 ) { vec4 c_27; float spec_28; float nh_29; float diff_30; vec3 h_31; vec3 tmpvar_32; tmpvar_32 = normalize ((lightDir_24 + viewDir_25)); vec3 tmpvar_33; tmpvar_33 = tmpvar_32; h_31 = tmpvar_33; float tmpvar_34; tmpvar_34 = dot (s_23.Normal, lightDir_24); float tmpvar_35; tmpvar_35 = max (0.0, tmpvar_34); float tmpvar_36; tmpvar_36 = tmpvar_35; diff_30 = tmpvar_36; float tmpvar_37; tmpvar_37 = dot (s_23.Normal, h_31); float tmpvar_38; tmpvar_38 = max (0.0, tmpvar_37); float tmpvar_39; tmpvar_39 = tmpvar_38; nh_29 = tmpvar_39; float tmpvar_40; tmpvar_40 = pow (nh_29, (s_23.Specular * 128.0)); float tmpvar_41; tmpvar_41 = (tmpvar_40 * s_23.Gloss); spec_28 = tmpvar_41; vec3 tmpvar_42; tmpvar_42 = ((( (s_23.Albedo * _LightColor0.xyz) * diff_30) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_28)) * (atten_26 * 2.0)); c_27.xyz = tmpvar_42.xyz.xyz; float tmpvar_43; tmpvar_43 = (s_23.Alpha + (( (_LightColor0.w * _SpecColor.w) * spec_28) * atten_26)); c_27.w = vec4(tmpvar_43).w; return c_27; } vec4 frag_surf ( in v2f_surf IN_44 ) { vec4 c_45; float atten_46; SurfaceOutput o_47; Input surfIN_48; vec2 tmpvar_49; tmpvar_49 = IN_44.hip_pack0.xy; surfIN_48.uv_MainTex = tmpvar_49; vec2 tmpvar_50; tmpvar_50 = IN_44.hip_pack0.zw; surfIN_48.uv_BumpMap = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = vec3(0.0, 0.0, 0.0); o_47.Albedo = tmpvar_51; vec3 tmpvar_52; tmpvar_52 = vec3(0.0, 0.0, 0.0); o_47.Emission = tmpvar_52; float tmpvar_53; tmpvar_53 = 0.0; o_47.Specular = tmpvar_53; float tmpvar_54; tmpvar_54 = 0.0; o_47.Alpha = tmpvar_54; float tmpvar_55; tmpvar_55 = 0.0; o_47.Gloss = tmpvar_55; surf (surfIN_48, o_47); float tmpvar_56; tmpvar_56 = unitySampleShadow (IN_44._ShadowCoord); float tmpvar_57; tmpvar_57 = tmpvar_56; atten_46 = tmpvar_57; vec3 tmpvar_58; tmpvar_58 = IN_44.viewDir.xyz; vec3 tmpvar_59; tmpvar_59 = normalize (tmpvar_58); vec4 tmpvar_60; tmpvar_60 = LightingBlinnPhong (o_47, IN_44.lightDir, tmpvar_59, atten_46); vec4 tmpvar_61; tmpvar_61 = tmpvar_60; c_45 = tmpvar_61; vec3 tmpvar_62; tmpvar_62 = (c_45.xyz + (o_47.Albedo * IN_44.vlight)); c_45.xyz = tmpvar_62.xyz.xyz; return c_45; } void main () { v2f_surf xlt_IN_63; vec4 xl_retval_64; vec4 tmpvar_65; tmpvar_65 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_63.pos = tmpvar_65; float tmpvar_66; tmpvar_66 = xlv_FOG.x; xlt_IN_63.fog = tmpvar_66; vec4 tmpvar_67; tmpvar_67 = gl_TexCoord[0].xyzw; vec4 tmpvar_68; tmpvar_68 = tmpvar_67; xlt_IN_63.hip_pack0 = tmpvar_68; vec3 tmpvar_69; tmpvar_69 = gl_TexCoord[1].xyz; vec3 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_IN_63.viewDir = tmpvar_70; vec3 tmpvar_71; tmpvar_71 = gl_TexCoord[2].xyz; vec3 tmpvar_72; tmpvar_72 = tmpvar_71; xlt_IN_63.lightDir = tmpvar_72; vec3 tmpvar_73; tmpvar_73 = gl_TexCoord[3].xyz; vec3 tmpvar_74; tmpvar_74 = tmpvar_73; xlt_IN_63.vlight = tmpvar_74; vec4 tmpvar_75; tmpvar_75 = gl_TexCoord[4].xyzw; vec4 tmpvar_76; tmpvar_76 = tmpvar_75; xlt_IN_63._ShadowCoord = tmpvar_76; vec4 tmpvar_77; tmpvar_77 = frag_surf (xlt_IN_63); vec4 tmpvar_78; tmpvar_78 = tmpvar_77; xl_retval_64 = tmpvar_78; vec4 tmpvar_79; tmpvar_79 = xl_retval_64.xyzw; vec4 tmpvar_80; tmpvar_80 = tmpvar_79; gl_FragData[0] = tmpvar_80; }