struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec3 worldPos; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 worldPos; vec3 normal; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } void surf ( in Input IN_2, inout SurfaceOutput o_3 ) { float tmpvar_4; tmpvar_4 = fract (((IN_2.worldPos.y + (IN_2.worldPos.z * 0.1)) * 5.0)); xll_clip ((tmpvar_4 - 0.5)); vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex); vec3 tmpvar_6; tmpvar_6 = tmpvar_5.xyz; o_3.Albedo = tmpvar_6; } float UnitySpotCookie ( in vec4 LightCoord_7 ) { vec4 tmpvar_8; tmpvar_8 = texture2D (_LightTexture0, ((LightCoord_7.xy / LightCoord_7.w) + 0.5)); return tmpvar_8.w; } float UnitySpotAttenuate ( in vec3 LightCoord_9 ) { float tmpvar_10; tmpvar_10 = dot (LightCoord_9, LightCoord_9); vec2 tmpvar_11; tmpvar_11 = vec2(tmpvar_10); vec2 tmpvar_12; tmpvar_12 = tmpvar_11.xy; vec4 tmpvar_13; tmpvar_13 = texture2D (_LightTextureB0, tmpvar_12); return tmpvar_13.w; } vec4 LightingLambert ( in SurfaceOutput s_14, in vec3 lightDir_15, in float atten_16 ) { vec4 c_17; float diff_18; float tmpvar_19; tmpvar_19 = dot (s_14.Normal, lightDir_15); float tmpvar_20; tmpvar_20 = max (0.0, tmpvar_19); float tmpvar_21; tmpvar_21 = tmpvar_20; diff_18 = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = ((s_14.Albedo * _LightColor0.xyz) * ((diff_18 * atten_16) * 2.0)); c_17.xyz = tmpvar_22.xyz.xyz; float tmpvar_23; tmpvar_23 = s_14.Alpha; c_17.w = vec4(tmpvar_23).w; return c_17; } vec4 frag_surf ( in v2f_surf IN_24 ) { vec4 c_25; vec3 lightDir_26; SurfaceOutput o_27; Input surfIN_28; vec2 tmpvar_29; tmpvar_29 = IN_24.hip_pack0.xy; surfIN_28.uv_MainTex = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = IN_24.worldPos; surfIN_28.worldPos = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = vec3(0.0, 0.0, 0.0); o_27.Albedo = tmpvar_31; vec3 tmpvar_32; tmpvar_32 = vec3(0.0, 0.0, 0.0); o_27.Emission = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_27.Specular = tmpvar_33; float tmpvar_34; tmpvar_34 = 0.0; o_27.Alpha = tmpvar_34; float tmpvar_35; tmpvar_35 = 0.0; o_27.Gloss = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = IN_24.normal; o_27.Normal = tmpvar_36; surf (surfIN_28, o_27); vec3 tmpvar_37; tmpvar_37 = IN_24.lightDir; lightDir_26 = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = normalize (lightDir_26); vec3 tmpvar_39; tmpvar_39 = tmpvar_38; lightDir_26 = tmpvar_39; float tmpvar_40; tmpvar_40 = UnitySpotCookie (IN_24._LightCoord); float tmpvar_41; tmpvar_41 = UnitySpotAttenuate (IN_24._LightCoord.xyz); vec4 tmpvar_42; tmpvar_42 = LightingLambert (o_27, lightDir_26, ((float((IN_24._LightCoord.z > 0.0)) * tmpvar_40) * tmpvar_41)); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_25 = tmpvar_43; float tmpvar_44; tmpvar_44 = 0.0; c_25.w = vec4(tmpvar_44).w; return c_25; } 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.worldPos = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = gl_TexCoord[2].xyz; vec3 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_45.normal = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = gl_TexCoord[3].xyz; vec3 tmpvar_56; tmpvar_56 = tmpvar_55; xlt_IN_45.lightDir = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = gl_TexCoord[4].xyzw; vec4 tmpvar_58; tmpvar_58 = tmpvar_57; xlt_IN_45._LightCoord = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = frag_surf (xlt_IN_45); vec4 tmpvar_60; tmpvar_60 = tmpvar_59; xl_retval_46 = tmpvar_60; vec4 tmpvar_61; tmpvar_61 = xl_retval_46.xyzw; vec4 tmpvar_62; tmpvar_62 = tmpvar_61; gl_FragData[0] = tmpvar_62; }