struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _GlossMap; 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; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 c_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; c_8 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = (c_8.xyz * IN_6.color.xyz); o_7.Albedo = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = texture2D (_GlossMap, IN_6.uv_MainTex); float tmpvar_13; tmpvar_13 = tmpvar_12.w; o_7.Gloss = tmpvar_13; float tmpvar_14; tmpvar_14 = _Color.w; o_7.Alpha = tmpvar_14; float tmpvar_15; tmpvar_15 = _Shininess; o_7.Specular = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = texture2D (_BumpMap, IN_6.uv_MainTex); vec4 tmpvar_17; tmpvar_17 = UnpackNormal (tmpvar_16); vec3 tmpvar_18; tmpvar_18 = tmpvar_17.xyz; vec3 tmpvar_19; tmpvar_19 = tmpvar_18; o_7.Normal = tmpvar_19; } vec4 LightingTreeBark ( in SurfaceOutput s_20, in vec3 lightDir_21, in vec3 viewDir_22, in float atten_23 ) { vec4 c_24; float spec_25; float nh_26; float diff_27; vec3 h_28; vec3 tmpvar_29; tmpvar_29 = normalize ((lightDir_21 + viewDir_22)); vec3 tmpvar_30; tmpvar_30 = tmpvar_29; h_28 = tmpvar_30; float tmpvar_31; tmpvar_31 = dot (s_20.Normal, lightDir_21); float tmpvar_32; tmpvar_32 = max (0.0, tmpvar_31); float tmpvar_33; tmpvar_33 = tmpvar_32; diff_27 = tmpvar_33; float tmpvar_34; tmpvar_34 = dot (s_20.Normal, h_28); float tmpvar_35; tmpvar_35 = max (0.0, tmpvar_34); float tmpvar_36; tmpvar_36 = tmpvar_35; nh_26 = tmpvar_36; float tmpvar_37; tmpvar_37 = pow (nh_26, (s_20.Specular * 128.0)); float tmpvar_38; tmpvar_38 = (tmpvar_37 * s_20.Gloss); spec_25 = tmpvar_38; vec3 tmpvar_39; tmpvar_39 = ((((s_20.Albedo * _LightColor0.xyz) * diff_27) + (_LightColor0.xyz * spec_25)) * (atten_23 * 2.0)); c_24.xyz = tmpvar_39.xyz.xyz; float tmpvar_40; tmpvar_40 = (((_LightColor0.w * spec_25) * atten_23) * s_20.Alpha); c_24.w = vec4(tmpvar_40).w; return c_24; } vec4 frag_surf ( in v2f_surf IN_41 ) { vec4 c_42; vec3 lightDir_43; SurfaceOutput o_44; Input surfIN_45; vec2 tmpvar_46; tmpvar_46 = IN_41.hip_pack0.xy; surfIN_45.uv_MainTex = tmpvar_46; vec4 tmpvar_47; tmpvar_47 = IN_41.lop_color; surfIN_45.color = tmpvar_47; vec3 tmpvar_48; tmpvar_48 = vec3(0.0, 0.0, 0.0); o_44.Albedo = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = vec3(0.0, 0.0, 0.0); o_44.Emission = tmpvar_49; float tmpvar_50; tmpvar_50 = 0.0; o_44.Specular = tmpvar_50; float tmpvar_51; tmpvar_51 = 0.0; o_44.Alpha = tmpvar_51; float tmpvar_52; tmpvar_52 = 0.0; o_44.Gloss = tmpvar_52; surf (surfIN_45, o_44); vec3 tmpvar_53; tmpvar_53 = IN_41.lightDir; lightDir_43 = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = normalize (lightDir_43); vec3 tmpvar_55; tmpvar_55 = tmpvar_54; lightDir_43 = tmpvar_55; vec3 tmpvar_56; tmpvar_56 = IN_41.viewDir.xyz; vec3 tmpvar_57; tmpvar_57 = normalize (tmpvar_56); float tmpvar_58; tmpvar_58 = dot (IN_41._LightCoord, IN_41._LightCoord); vec2 tmpvar_59; tmpvar_59 = vec2(tmpvar_58); vec2 tmpvar_60; tmpvar_60 = tmpvar_59.xy; vec4 tmpvar_61; tmpvar_61 = texture2D (_LightTextureB0, tmpvar_60); vec4 tmpvar_62; tmpvar_62 = textureCube (_LightTexture0, IN_41._LightCoord); vec4 tmpvar_63; tmpvar_63 = LightingTreeBark (o_44, lightDir_43, tmpvar_57, (tmpvar_61.w * tmpvar_62.w)); vec4 tmpvar_64; tmpvar_64 = tmpvar_63; c_42 = tmpvar_64; float tmpvar_65; tmpvar_65 = 0.0; c_42.w = vec4(tmpvar_65).w; return c_42; } void main () { v2f_surf xlt_IN_66; vec4 xl_retval_67; vec4 tmpvar_68; tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_66.pos = tmpvar_68; float tmpvar_69; tmpvar_69 = xlv_FOG.x; xlt_IN_66.fog = tmpvar_69; vec2 tmpvar_70; tmpvar_70 = gl_TexCoord[0].xy; vec2 tmpvar_71; tmpvar_71 = tmpvar_70; xlt_IN_66.hip_pack0 = tmpvar_71; vec4 tmpvar_72; tmpvar_72 = gl_Color.xyzw; vec4 tmpvar_73; tmpvar_73 = tmpvar_72; xlt_IN_66.lop_color = tmpvar_73; vec3 tmpvar_74; tmpvar_74 = gl_TexCoord[1].xyz; vec3 tmpvar_75; tmpvar_75 = tmpvar_74; xlt_IN_66.lightDir = tmpvar_75; vec3 tmpvar_76; tmpvar_76 = gl_TexCoord[2].xyz; vec3 tmpvar_77; tmpvar_77 = tmpvar_76; xlt_IN_66.viewDir = tmpvar_77; vec3 tmpvar_78; tmpvar_78 = gl_TexCoord[3].xyz; vec3 tmpvar_79; tmpvar_79 = tmpvar_78; xlt_IN_66._LightCoord = tmpvar_79; vec4 tmpvar_80; tmpvar_80 = frag_surf (xlt_IN_66); vec4 tmpvar_81; tmpvar_81 = tmpvar_80; xl_retval_67 = tmpvar_81; vec4 tmpvar_82; tmpvar_82 = xl_retval_67.xyzw; vec4 tmpvar_83; tmpvar_83 = tmpvar_82; gl_FragData[0] = tmpvar_83; }