struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec4 screenPos; }; struct v2f_surf { vec4 pos; vec3 normal; }; uniform sampler2D _MainTex; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec2 uv_3; vec2 tmpvar_4; tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w); uv_3 = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = (uv_3 * vec2(2.0, 1.0)); uv_3 = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, uv_3); vec3 tmpvar_7; tmpvar_7 = tmpvar_6.xyz; o_2.Albedo = tmpvar_7; } vec4 frag_surf ( in v2f_surf IN_8 ) { vec4 res_9; Input surfIN_10; SurfaceOutput o_11; vec3 tmpvar_12; tmpvar_12 = vec3(0.0, 0.0, 0.0); o_11.Albedo = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = vec3(0.0, 0.0, 0.0); o_11.Emission = tmpvar_13; float tmpvar_14; tmpvar_14 = 0.0; o_11.Specular = tmpvar_14; float tmpvar_15; tmpvar_15 = 0.0; o_11.Alpha = tmpvar_15; float tmpvar_16; tmpvar_16 = 0.0; o_11.Gloss = tmpvar_16; vec3 tmpvar_17; tmpvar_17 = IN_8.normal; o_11.Normal = tmpvar_17; surf (surfIN_10, o_11); vec3 tmpvar_18; tmpvar_18 = ((o_11.Normal * vec3(0.5, 0.5, -0.5)) + 0.5); res_9.xyz = tmpvar_18.xyz.xyz; float tmpvar_19; tmpvar_19 = o_11.Specular; res_9.w = vec4(tmpvar_19).w; return res_9; } void main () { v2f_surf xlt_IN_20; vec4 xl_retval_21; vec4 tmpvar_22; tmpvar_22 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_20.pos = tmpvar_22; vec3 tmpvar_23; tmpvar_23 = gl_TexCoord[0].xyz; vec3 tmpvar_24; tmpvar_24 = tmpvar_23; xlt_IN_20.normal = tmpvar_24; vec4 tmpvar_25; tmpvar_25 = frag_surf (xlt_IN_20); vec4 tmpvar_26; tmpvar_26 = tmpvar_25; xl_retval_21 = tmpvar_26; vec4 tmpvar_27; tmpvar_27 = xl_retval_21.xyzw; vec4 tmpvar_28; tmpvar_28 = tmpvar_27; gl_FragData[0] = tmpvar_28; }