struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec2 hip_pack1; vec3 viewDir; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Illum; 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; } vec2 ParallaxOffset ( in float h_6, in float height_7, in vec3 viewDir_8 ) { vec3 v_9; float tmpvar_10; tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0)); h_6 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = normalize (viewDir_8); vec3 tmpvar_12; tmpvar_12 = tmpvar_11; v_9 = tmpvar_12; float tmpvar_13; tmpvar_13 = (v_9.z + 0.42); v_9.z = vec3(tmpvar_13).z; return (h_6 * (v_9.xy / v_9.z)); } void surf ( in Input IN_14, inout SurfaceOutput o_15 ) { vec4 c_16; vec2 offset_17; float h_18; vec4 tmpvar_19; tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_20; tmpvar_20 = tmpvar_19.w; h_18 = tmpvar_20; vec2 tmpvar_21; tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir); vec2 tmpvar_22; tmpvar_22 = tmpvar_21; offset_17 = tmpvar_22; vec2 tmpvar_23; tmpvar_23 = (IN_14.uv_MainTex + offset_17); IN_14.uv_MainTex = tmpvar_23; vec2 tmpvar_24; tmpvar_24 = (IN_14.uv_BumpMap + offset_17); IN_14.uv_BumpMap = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = (IN_14.uv_Illum + offset_17); IN_14.uv_Illum = tmpvar_25; vec4 tmpvar_26; tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_27; tmpvar_27 = (tmpvar_26 * _Color); c_16 = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = c_16.xyz; o_15.Albedo = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum); vec3 tmpvar_30; tmpvar_30 = (c_16.xyz * tmpvar_29.w); o_15.Emission = tmpvar_30; float tmpvar_31; tmpvar_31 = c_16.w; o_15.Alpha = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_33; tmpvar_33 = UnpackNormal (tmpvar_32); vec3 tmpvar_34; tmpvar_34 = tmpvar_33.xyz; vec3 tmpvar_35; tmpvar_35 = tmpvar_34; o_15.Normal = tmpvar_35; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_36, in vec4 light_37 ) { vec4 c_38; vec3 tmpvar_39; tmpvar_39 = (s_36.Albedo * light_37.xyz); c_38.xyz = tmpvar_39.xyz.xyz; float tmpvar_40; tmpvar_40 = s_36.Alpha; c_38.w = vec4(tmpvar_40).w; return c_38; } vec4 frag_surf ( in v2f_surf IN_41 ) { vec4 col_42; vec4 light_43; SurfaceOutput o_44; Input surfIN_45; vec2 tmpvar_46; tmpvar_46 = IN_41.hip_pack0.xy; surfIN_45.uv_MainTex = tmpvar_46; vec2 tmpvar_47; tmpvar_47 = IN_41.hip_pack0.zw; surfIN_45.uv_BumpMap = tmpvar_47; vec2 tmpvar_48; tmpvar_48 = IN_41.hip_pack1.xy; surfIN_45.uv_Illum = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = IN_41.viewDir; surfIN_45.viewDir = tmpvar_49; vec3 tmpvar_50; tmpvar_50 = vec3(0.0, 0.0, 0.0); o_44.Albedo = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = vec3(0.0, 0.0, 0.0); o_44.Emission = tmpvar_51; float tmpvar_52; tmpvar_52 = 0.0; o_44.Specular = tmpvar_52; float tmpvar_53; tmpvar_53 = 0.0; o_44.Alpha = tmpvar_53; float tmpvar_54; tmpvar_54 = 0.0; o_44.Gloss = tmpvar_54; surf (surfIN_45, o_44); vec4 tmpvar_55; tmpvar_55 = texture2DProj (_LightBuffer, IN_41.hip_screen); vec4 tmpvar_56; tmpvar_56 = tmpvar_55; light_43 = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = log2 (light_43); vec4 tmpvar_58; tmpvar_58 = -(tmpvar_57); light_43 = tmpvar_58; vec3 tmpvar_59; tmpvar_59 = (light_43.xyz + unity_Ambient.xyz); light_43.xyz = tmpvar_59.xyz.xyz; vec4 tmpvar_60; tmpvar_60 = LightingLambert_PrePass (o_44, light_43); vec4 tmpvar_61; tmpvar_61 = tmpvar_60; col_42 = tmpvar_61; vec3 tmpvar_62; tmpvar_62 = (col_42.xyz + o_44.Emission); col_42.xyz = tmpvar_62.xyz.xyz; return col_42; } void main () { v2f_surf xlt_IN_63; vec4 xl_retval_64; vec4 tmpvar_65; tmpvar_65 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_63.pos = tmpvar_65; float tmpvar_66; tmpvar_66 = xlv_FOG.x; xlt_IN_63.fog = tmpvar_66; vec4 tmpvar_67; tmpvar_67 = gl_TexCoord[0].xyzw; vec4 tmpvar_68; tmpvar_68 = tmpvar_67; xlt_IN_63.hip_pack0 = tmpvar_68; vec2 tmpvar_69; tmpvar_69 = gl_TexCoord[1].xy; vec2 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_IN_63.hip_pack1 = tmpvar_70; vec3 tmpvar_71; tmpvar_71 = gl_TexCoord[2].xyz; vec3 tmpvar_72; tmpvar_72 = tmpvar_71; xlt_IN_63.viewDir = tmpvar_72; vec4 tmpvar_73; tmpvar_73 = gl_TexCoord[3].xyzw; vec4 tmpvar_74; tmpvar_74 = tmpvar_73; xlt_IN_63.hip_screen = tmpvar_74; vec4 tmpvar_75; tmpvar_75 = frag_surf (xlt_IN_63); vec4 tmpvar_76; tmpvar_76 = tmpvar_75; xl_retval_64 = tmpvar_76; vec4 tmpvar_77; tmpvar_77 = xl_retval_64.xyzw; vec4 tmpvar_78; tmpvar_78 = tmpvar_77; gl_FragData[0] = tmpvar_78; }