struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_Control; vec2 uv_Splat0; vec2 uv_Splat1; vec2 uv_Splat2; vec2 uv_Splat3; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_pack1; vec2 hip_pack2; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _LightBuffer; uniform sampler2D _Control; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec3 col_3; vec4 splat_control_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Control, IN_1.uv_Control); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; splat_control_4 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_Splat0, IN_1.uv_Splat0); vec3 tmpvar_8; tmpvar_8 = (splat_control_4.x * tmpvar_7.xyz); col_3 = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Splat1, IN_1.uv_Splat1); vec3 tmpvar_10; tmpvar_10 = (col_3 + (splat_control_4.y * tmpvar_9.xyz)); col_3 = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = texture2D (_Splat2, IN_1.uv_Splat2); vec3 tmpvar_12; tmpvar_12 = (col_3 + (splat_control_4.z * tmpvar_11.xyz)); col_3 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = texture2D (_Splat3, IN_1.uv_Splat3); vec3 tmpvar_14; tmpvar_14 = (col_3 + (splat_control_4.w * tmpvar_13.xyz)); col_3 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = col_3; o_2.Albedo = tmpvar_15; float tmpvar_16; tmpvar_16 = 0.0; o_2.Alpha = tmpvar_16; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_17, in vec4 light_18 ) { vec4 c_19; vec3 tmpvar_20; tmpvar_20 = (s_17.Albedo * light_18.xyz); c_19.xyz = tmpvar_20.xyz.xyz; float tmpvar_21; tmpvar_21 = s_17.Alpha; c_19.w = vec4(tmpvar_21).w; return c_19; } vec4 frag_surf ( in v2f_surf IN_22 ) { vec4 col_23; vec4 light_24; SurfaceOutput o_25; Input surfIN_26; vec2 tmpvar_27; tmpvar_27 = IN_22.hip_pack0.xy; surfIN_26.uv_Control = tmpvar_27; vec2 tmpvar_28; tmpvar_28 = IN_22.hip_pack0.zw; surfIN_26.uv_Splat0 = tmpvar_28; vec2 tmpvar_29; tmpvar_29 = IN_22.hip_pack1.xy; surfIN_26.uv_Splat1 = tmpvar_29; vec2 tmpvar_30; tmpvar_30 = IN_22.hip_pack1.zw; surfIN_26.uv_Splat2 = tmpvar_30; vec2 tmpvar_31; tmpvar_31 = IN_22.hip_pack2.xy; surfIN_26.uv_Splat3 = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_25.Albedo = tmpvar_32; vec3 tmpvar_33; tmpvar_33 = vec3(0.0, 0.0, 0.0); o_25.Emission = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_25.Specular = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_25.Alpha = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_25.Gloss = tmpvar_36; surf (surfIN_26, o_25); vec4 tmpvar_37; tmpvar_37 = texture2DProj (_LightBuffer, IN_22.hip_screen); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; light_24 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = log2 (light_24); vec4 tmpvar_40; tmpvar_40 = -(tmpvar_39); light_24 = tmpvar_40; vec3 tmpvar_41; tmpvar_41 = (light_24.xyz + unity_Ambient.xyz); light_24.xyz = tmpvar_41.xyz.xyz; vec4 tmpvar_42; tmpvar_42 = LightingLambert_PrePass (o_25, light_24); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; col_23 = tmpvar_43; return col_23; } void main () { v2f_surf xlt_IN_44; vec4 xl_retval_45; vec4 tmpvar_46; tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_44.pos = tmpvar_46; float tmpvar_47; tmpvar_47 = xlv_FOG.x; xlt_IN_44.fog = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = gl_TexCoord[0].xyzw; vec4 tmpvar_49; tmpvar_49 = tmpvar_48; xlt_IN_44.hip_pack0 = tmpvar_49; vec4 tmpvar_50; tmpvar_50 = gl_TexCoord[1].xyzw; vec4 tmpvar_51; tmpvar_51 = tmpvar_50; xlt_IN_44.hip_pack1 = tmpvar_51; vec2 tmpvar_52; tmpvar_52 = gl_TexCoord[2].xy; vec2 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_44.hip_pack2 = tmpvar_53; vec4 tmpvar_54; tmpvar_54 = gl_TexCoord[3].xyzw; vec4 tmpvar_55; tmpvar_55 = tmpvar_54; xlt_IN_44.hip_screen = tmpvar_55; vec4 tmpvar_56; tmpvar_56 = frag_surf (xlt_IN_44); vec4 tmpvar_57; tmpvar_57 = tmpvar_56; xl_retval_45 = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = xl_retval_45.xyzw; vec4 tmpvar_59; tmpvar_59 = tmpvar_58; gl_FragData[0] = tmpvar_59; }