struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_5; tmpvar_5 = (tmpvar_4 * _Color); c_3 = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = c_3.xyz; o_2.Albedo = tmpvar_6; float tmpvar_7; tmpvar_7 = c_3.w; o_2.Alpha = tmpvar_7; } float UnitySpotCookie ( in vec4 LightCoord_8 ) { vec4 tmpvar_9; tmpvar_9 = texture2D (_LightTexture0, ((LightCoord_8.xy / LightCoord_8.w) + 0.5)); return tmpvar_9.w; } float UnitySpotAttenuate ( in vec3 LightCoord_10 ) { float tmpvar_11; tmpvar_11 = dot (LightCoord_10, LightCoord_10); vec2 tmpvar_12; tmpvar_12 = vec2(tmpvar_11); vec2 tmpvar_13; tmpvar_13 = tmpvar_12.xy; vec4 tmpvar_14; tmpvar_14 = texture2D (_LightTextureB0, tmpvar_13); return tmpvar_14.w; } vec4 LightingLambert ( in SurfaceOutput s_15, in vec3 lightDir_16, in float atten_17 ) { vec4 c_18; float diff_19; float tmpvar_20; tmpvar_20 = dot (s_15.Normal, lightDir_16); float tmpvar_21; tmpvar_21 = max (0.0, tmpvar_20); float tmpvar_22; tmpvar_22 = tmpvar_21; diff_19 = tmpvar_22; vec3 tmpvar_23; tmpvar_23 = ((s_15.Albedo * _LightColor0.xyz) * ((diff_19 * atten_17) * 2.0)); c_18.xyz = tmpvar_23.xyz.xyz; float tmpvar_24; tmpvar_24 = s_15.Alpha; c_18.w = vec4(tmpvar_24).w; return c_18; } vec4 frag_surf ( in v2f_surf IN_25 ) { vec4 c_26; vec3 lightDir_27; SurfaceOutput o_28; Input surfIN_29; vec2 tmpvar_30; tmpvar_30 = IN_25.hip_pack0.xy; surfIN_29.uv_MainTex = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = vec3(0.0, 0.0, 0.0); o_28.Albedo = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_28.Emission = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_28.Specular = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_28.Alpha = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_28.Gloss = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = IN_25.normal; o_28.Normal = tmpvar_36; surf (surfIN_29, o_28); vec3 tmpvar_37; tmpvar_37 = IN_25.lightDir; lightDir_27 = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = normalize (lightDir_27); vec3 tmpvar_39; tmpvar_39 = tmpvar_38; lightDir_27 = tmpvar_39; float tmpvar_40; tmpvar_40 = UnitySpotCookie (IN_25._LightCoord); float tmpvar_41; tmpvar_41 = UnitySpotAttenuate (IN_25._LightCoord.xyz); vec4 tmpvar_42; tmpvar_42 = LightingLambert (o_28, lightDir_27, ((float((IN_25._LightCoord.z > 0.0)) * tmpvar_40) * tmpvar_41)); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_26 = tmpvar_43; float tmpvar_44; tmpvar_44 = 0.0; c_26.w = vec4(tmpvar_44).w; return c_26; } void main () { v2f_surf xlt_IN_45; vec4 xl_retval_46; vec4 tmpvar_47; tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_45.pos = tmpvar_47; float tmpvar_48; tmpvar_48 = xlv_FOG.x; xlt_IN_45.fog = tmpvar_48; vec2 tmpvar_49; tmpvar_49 = gl_TexCoord[0].xy; vec2 tmpvar_50; tmpvar_50 = tmpvar_49; xlt_IN_45.hip_pack0 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = gl_TexCoord[1].xyz; vec3 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_45.normal = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = gl_TexCoord[2].xyz; vec3 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_45.lightDir = tmpvar_54; vec4 tmpvar_55; tmpvar_55 = gl_TexCoord[3].xyzw; vec4 tmpvar_56; tmpvar_56 = tmpvar_55; xlt_IN_45._LightCoord = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = frag_surf (xlt_IN_45); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; xl_retval_46 = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = xl_retval_46.xyzw; vec4 tmpvar_60; tmpvar_60 = tmpvar_59; gl_FragData[0] = tmpvar_60; }