struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec3 worldRefl; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec3 viewDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 reflcol_3; vec4 c_4; vec4 tex_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_7; tmpvar_7 = tmpvar_6; tex_5 = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = (tex_5 * _Color); c_4 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = c_4.xyz; o_2.Albedo = tmpvar_9; float tmpvar_10; tmpvar_10 = tex_5.w; o_2.Gloss = tmpvar_10; float tmpvar_11; tmpvar_11 = _Shininess; o_2.Specular = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = textureCube (_Cube, IN_1.worldRefl); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; reflcol_3 = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = (reflcol_3 * tex_5.w); reflcol_3 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz); o_2.Emission = tmpvar_15; float tmpvar_16; tmpvar_16 = (reflcol_3.w * _ReflectColor.w); o_2.Alpha = tmpvar_16; } float UnitySpotCookie ( in vec4 LightCoord_17 ) { vec4 tmpvar_18; tmpvar_18 = texture2D (_LightTexture0, ((LightCoord_17.xy / LightCoord_17.w) + 0.5)); return tmpvar_18.w; } float UnitySpotAttenuate ( in vec3 LightCoord_19 ) { float tmpvar_20; tmpvar_20 = dot (LightCoord_19, LightCoord_19); vec2 tmpvar_21; tmpvar_21 = vec2(tmpvar_20); vec2 tmpvar_22; tmpvar_22 = tmpvar_21.xy; vec4 tmpvar_23; tmpvar_23 = texture2D (_LightTextureB0, tmpvar_22); return tmpvar_23.w; } vec4 LightingBlinnPhong ( in SurfaceOutput s_24, in vec3 lightDir_25, in vec3 viewDir_26, in float atten_27 ) { vec4 c_28; float spec_29; float nh_30; float diff_31; vec3 h_32; vec3 tmpvar_33; tmpvar_33 = normalize ((lightDir_25 + viewDir_26)); vec3 tmpvar_34; tmpvar_34 = tmpvar_33; h_32 = tmpvar_34; float tmpvar_35; tmpvar_35 = dot (s_24.Normal, lightDir_25); float tmpvar_36; tmpvar_36 = max (0.0, tmpvar_35); float tmpvar_37; tmpvar_37 = tmpvar_36; diff_31 = tmpvar_37; float tmpvar_38; tmpvar_38 = dot (s_24.Normal, h_32); float tmpvar_39; tmpvar_39 = max (0.0, tmpvar_38); float tmpvar_40; tmpvar_40 = tmpvar_39; nh_30 = tmpvar_40; float tmpvar_41; tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0)); float tmpvar_42; tmpvar_42 = (tmpvar_41 * s_24.Gloss); spec_29 = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = ((((s_24.Albedo * _LightColor0.xyz) * diff_31) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_29)) * (atten_27 * 2.0)); c_28.xyz = tmpvar_43.xyz.xyz; float tmpvar_44; tmpvar_44 = (s_24.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_29) * atten_27)); c_28.w = vec4(tmpvar_44).w; return c_28; } vec4 frag_surf ( in v2f_surf IN_45 ) { vec4 c_46; vec3 lightDir_47; SurfaceOutput o_48; Input surfIN_49; vec2 tmpvar_50; tmpvar_50 = IN_45.hip_pack0.xy; surfIN_49.uv_MainTex = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = vec3(0.0, 0.0, 0.0); o_48.Albedo = tmpvar_51; vec3 tmpvar_52; tmpvar_52 = vec3(0.0, 0.0, 0.0); o_48.Emission = tmpvar_52; float tmpvar_53; tmpvar_53 = 0.0; o_48.Specular = tmpvar_53; float tmpvar_54; tmpvar_54 = 0.0; o_48.Alpha = tmpvar_54; float tmpvar_55; tmpvar_55 = 0.0; o_48.Gloss = tmpvar_55; vec3 tmpvar_56; tmpvar_56 = IN_45.normal; o_48.Normal = tmpvar_56; surf (surfIN_49, o_48); vec3 tmpvar_57; tmpvar_57 = IN_45.lightDir; lightDir_47 = tmpvar_57; vec3 tmpvar_58; tmpvar_58 = normalize (lightDir_47); vec3 tmpvar_59; tmpvar_59 = tmpvar_58; lightDir_47 = tmpvar_59; vec3 tmpvar_60; tmpvar_60 = IN_45.viewDir.xyz; vec3 tmpvar_61; tmpvar_61 = normalize (tmpvar_60); float tmpvar_62; tmpvar_62 = UnitySpotCookie (IN_45._LightCoord); float tmpvar_63; tmpvar_63 = UnitySpotAttenuate (IN_45._LightCoord.xyz); vec4 tmpvar_64; tmpvar_64 = LightingBlinnPhong (o_48, lightDir_47, tmpvar_61, ((float((IN_45._LightCoord.z > 0.0)) * tmpvar_62) * tmpvar_63)); vec4 tmpvar_65; tmpvar_65 = tmpvar_64; c_46 = tmpvar_65; float tmpvar_66; tmpvar_66 = 0.0; c_46.w = vec4(tmpvar_66).w; return c_46; } void main () { v2f_surf xlt_IN_67; vec4 xl_retval_68; vec4 tmpvar_69; tmpvar_69 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_67.pos = tmpvar_69; float tmpvar_70; tmpvar_70 = xlv_FOG.x; xlt_IN_67.fog = tmpvar_70; vec2 tmpvar_71; tmpvar_71 = gl_TexCoord[0].xy; vec2 tmpvar_72; tmpvar_72 = tmpvar_71; xlt_IN_67.hip_pack0 = tmpvar_72; vec3 tmpvar_73; tmpvar_73 = gl_TexCoord[1].xyz; vec3 tmpvar_74; tmpvar_74 = tmpvar_73; xlt_IN_67.normal = tmpvar_74; vec3 tmpvar_75; tmpvar_75 = gl_TexCoord[2].xyz; vec3 tmpvar_76; tmpvar_76 = tmpvar_75; xlt_IN_67.lightDir = tmpvar_76; vec3 tmpvar_77; tmpvar_77 = gl_TexCoord[3].xyz; vec3 tmpvar_78; tmpvar_78 = tmpvar_77; xlt_IN_67.viewDir = tmpvar_78; vec4 tmpvar_79; tmpvar_79 = gl_TexCoord[4].xyzw; vec4 tmpvar_80; tmpvar_80 = tmpvar_79; xlt_IN_67._LightCoord = tmpvar_80; vec4 tmpvar_81; tmpvar_81 = frag_surf (xlt_IN_67); vec4 tmpvar_82; tmpvar_82 = tmpvar_81; xl_retval_68 = tmpvar_82; vec4 tmpvar_83; tmpvar_83 = xl_retval_68.xyzw; vec4 tmpvar_84; tmpvar_84 = tmpvar_83; gl_FragData[0] = tmpvar_84; }