struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; 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; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 c_8; vec4 tex_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_11; tmpvar_11 = tmpvar_10; tex_9 = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = (tex_9 * _Color); c_8 = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = c_8.xyz; o_7.Albedo = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum); vec3 tmpvar_15; tmpvar_15 = (c_8.xyz * tmpvar_14.w); o_7.Emission = tmpvar_15; float tmpvar_16; tmpvar_16 = tex_9.w; o_7.Gloss = tmpvar_16; float tmpvar_17; tmpvar_17 = c_8.w; o_7.Alpha = tmpvar_17; float tmpvar_18; tmpvar_18 = _Shininess; o_7.Specular = tmpvar_18; vec4 tmpvar_19; tmpvar_19 = texture2D (_BumpMap, IN_6.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_7.Normal = tmpvar_22; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s_23, in vec4 light_24 ) { vec4 c_25; float spec_26; float tmpvar_27; tmpvar_27 = (light_24.w * s_23.Gloss); spec_26 = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = ((s_23.Albedo * light_24.xyz) + ((light_24.xyz * _SpecColor.xyz) * spec_26)); c_25.xyz = tmpvar_28.xyz.xyz; float tmpvar_29; tmpvar_29 = (s_23.Alpha + (spec_26 * _SpecColor.w)); c_25.w = vec4(tmpvar_29).w; return c_25; } vec4 frag_surf ( in v2f_surf IN_30 ) { vec4 col_31; vec4 light_32; SurfaceOutput o_33; Input surfIN_34; vec2 tmpvar_35; tmpvar_35 = IN_30.hip_pack0.xy; surfIN_34.uv_MainTex = tmpvar_35; vec2 tmpvar_36; tmpvar_36 = IN_30.hip_pack0.zw; surfIN_34.uv_Illum = tmpvar_36; vec3 tmpvar_37; tmpvar_37 = vec3(0.0, 0.0, 0.0); o_33.Albedo = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = vec3(0.0, 0.0, 0.0); o_33.Emission = tmpvar_38; float tmpvar_39; tmpvar_39 = 0.0; o_33.Specular = tmpvar_39; float tmpvar_40; tmpvar_40 = 0.0; o_33.Alpha = tmpvar_40; float tmpvar_41; tmpvar_41 = 0.0; o_33.Gloss = tmpvar_41; surf (surfIN_34, o_33); vec4 tmpvar_42; tmpvar_42 = texture2DProj (_LightBuffer, IN_30.hip_screen); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; light_32 = tmpvar_43; vec4 tmpvar_44; tmpvar_44 = log2 (light_32); vec4 tmpvar_45; tmpvar_45 = -(tmpvar_44); light_32 = tmpvar_45; vec3 tmpvar_46; tmpvar_46 = (light_32.xyz + unity_Ambient.xyz); light_32.xyz = tmpvar_46.xyz.xyz; vec4 tmpvar_47; tmpvar_47 = LightingBlinnPhong_PrePass (o_33, light_32); vec4 tmpvar_48; tmpvar_48 = tmpvar_47; col_31 = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = (col_31.xyz + o_33.Emission); col_31.xyz = tmpvar_49.xyz.xyz; return col_31; } void main () { v2f_surf xlt_IN_50; vec4 xl_retval_51; vec4 tmpvar_52; tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_50.pos = tmpvar_52; float tmpvar_53; tmpvar_53 = xlv_FOG.x; xlt_IN_50.fog = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = gl_TexCoord[0].xyzw; vec4 tmpvar_55; tmpvar_55 = tmpvar_54; xlt_IN_50.hip_pack0 = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = gl_TexCoord[1].xyzw; vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xlt_IN_50.hip_screen = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = frag_surf (xlt_IN_50); vec4 tmpvar_59; tmpvar_59 = tmpvar_58; xl_retval_51 = tmpvar_59; vec4 tmpvar_60; tmpvar_60 = xl_retval_51.xyzw; vec4 tmpvar_61; tmpvar_61 = tmpvar_60; gl_FragData[0] = tmpvar_61; }