struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_Decal; vec2 uv_DecalBump; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightColor0; uniform sampler2D _DecalBump; uniform sampler2D _Decal; float unitySampleShadow ( in vec4 shadowCoord_1 ) { float shadow_2; vec4 tmpvar_3; tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1); float tmpvar_4; tmpvar_4 = tmpvar_3.x; shadow_2 = tmpvar_4; return shadow_2; } vec4 UnpackNormal ( in vec4 packednormal_5 ) { vec4 normal_6; vec2 tmpvar_7; tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0); normal_6.xy = tmpvar_7.xy.xy; float tmpvar_8; tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y))); float tmpvar_9; tmpvar_9 = tmpvar_8; normal_6.z = vec3(tmpvar_9).z; return normal_6; } void surf ( in Input IN_10, inout SurfaceOutput o_11 ) { vec4 tmpvar_12; tmpvar_12 = texture2D (_Decal, IN_10.uv_Decal); vec3 tmpvar_13; tmpvar_13 = (tmpvar_12.xyz * 0.5); o_11.Albedo = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_DecalBump, IN_10.uv_DecalBump); vec4 tmpvar_15; tmpvar_15 = UnpackNormal (tmpvar_14); vec3 tmpvar_16; tmpvar_16 = tmpvar_15.xyz; vec3 tmpvar_17; tmpvar_17 = tmpvar_16; o_11.Normal = tmpvar_17; } vec4 LightingLambert ( in SurfaceOutput s_18, in vec3 lightDir_19, in float atten_20 ) { vec4 c_21; float diff_22; float tmpvar_23; tmpvar_23 = dot (s_18.Normal, lightDir_19); float tmpvar_24; tmpvar_24 = max (0.0, tmpvar_23); float tmpvar_25; tmpvar_25 = tmpvar_24; diff_22 = tmpvar_25; vec3 tmpvar_26; tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0)); c_21.xyz = tmpvar_26.xyz.xyz; float tmpvar_27; tmpvar_27 = s_18.Alpha; c_21.w = vec4(tmpvar_27).w; return c_21; } vec4 frag_surf ( in v2f_surf IN_28 ) { vec4 c_29; float atten_30; SurfaceOutput o_31; Input surfIN_32; vec2 tmpvar_33; tmpvar_33 = IN_28.hip_pack0.xy; surfIN_32.uv_Decal = tmpvar_33; vec2 tmpvar_34; tmpvar_34 = IN_28.hip_pack0.zw; surfIN_32.uv_DecalBump = tmpvar_34; vec3 tmpvar_35; tmpvar_35 = vec3(0.0, 0.0, 0.0); o_31.Albedo = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = vec3(0.0, 0.0, 0.0); o_31.Emission = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.0; o_31.Specular = tmpvar_37; float tmpvar_38; tmpvar_38 = 0.0; o_31.Alpha = tmpvar_38; float tmpvar_39; tmpvar_39 = 0.0; o_31.Gloss = tmpvar_39; surf (surfIN_32, o_31); float tmpvar_40; tmpvar_40 = unitySampleShadow (IN_28._ShadowCoord); float tmpvar_41; tmpvar_41 = tmpvar_40; atten_30 = tmpvar_41; vec4 tmpvar_42; tmpvar_42 = LightingLambert (o_31, IN_28.lightDir, atten_30); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_29 = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = (c_29.xyz + (o_31.Albedo * IN_28.vlight)); c_29.xyz = tmpvar_44.xyz.xyz; return c_29; } 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; vec4 tmpvar_49; tmpvar_49 = gl_TexCoord[0].xyzw; vec4 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.lightDir = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = gl_TexCoord[2].xyz; vec3 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_45.vlight = tmpvar_54; vec4 tmpvar_55; tmpvar_55 = gl_TexCoord[3].xyzw; vec4 tmpvar_56; tmpvar_56 = tmpvar_55; xlt_IN_45._ShadowCoord = 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; }