struct LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _TranslucencyMap; uniform vec4 _TranslucencyColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _GlossMap; uniform float _Cutoff; uniform sampler2D _BumpMap; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } float xll_saturate ( in float x_2 ) { float tmpvar_3; tmpvar_3 = clamp (x_2, 0.0, 1.0); return tmpvar_3; } vec2 xll_saturate ( in vec2 x_4 ) { vec2 tmpvar_5; tmpvar_5 = clamp (x_4, 0.0, 1.0); return tmpvar_5; } vec3 xll_saturate ( in vec3 x_6 ) { vec3 tmpvar_7; tmpvar_7 = clamp (x_6, 0.0, 1.0); return tmpvar_7; } vec4 xll_saturate ( in vec4 x_8 ) { vec4 tmpvar_9; tmpvar_9 = clamp (x_8, 0.0, 1.0); return tmpvar_9; } mat2 xll_saturate ( in mat2 m_10 ) { vec2 tmpvar_11; tmpvar_11 = clamp (m_10[0], 0.0, 1.0); vec2 tmpvar_12; tmpvar_12 = clamp (m_10[1], 0.0, 1.0); mat2 tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_13[0] = tmpvar_14; vec2 tmpvar_15; tmpvar_15 = tmpvar_12; tmpvar_13[1] = tmpvar_15; return tmpvar_13; } mat3 xll_saturate ( in mat3 m_16 ) { vec3 tmpvar_17; tmpvar_17 = clamp (m_16[0], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_16[1], 0.0, 1.0); vec3 tmpvar_19; tmpvar_19 = clamp (m_16[2], 0.0, 1.0); mat3 tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_20[0] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_20[1] = tmpvar_22; vec3 tmpvar_23; tmpvar_23 = tmpvar_19; tmpvar_20[2] = tmpvar_23; return tmpvar_20; } mat4 xll_saturate ( in mat4 m_24 ) { vec4 tmpvar_25; tmpvar_25 = clamp (m_24[0], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_24[1], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_24[2], 0.0, 1.0); vec4 tmpvar_28; tmpvar_28 = clamp (m_24[3], 0.0, 1.0); mat4 tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_29[0] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_29[1] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_29[2] = tmpvar_32; vec4 tmpvar_33; tmpvar_33 = tmpvar_28; tmpvar_29[3] = tmpvar_33; return tmpvar_29; } vec4 UnpackNormal ( in vec4 packednormal_34 ) { vec4 normal_35; vec2 tmpvar_36; tmpvar_36 = ((packednormal_34.wy * 2.0) - 1.0); normal_35.xy = tmpvar_36.xy.xy; float tmpvar_37; tmpvar_37 = sqrt (((1.0 - (normal_35.x * normal_35.x)) - (normal_35.y * normal_35.y))); float tmpvar_38; tmpvar_38 = tmpvar_37; normal_35.z = vec3(tmpvar_38).z; return normal_35; } void surf ( in Input IN_39, inout LeafSurfaceOutput o_40 ) { vec4 c_41; vec4 tmpvar_42; tmpvar_42 = texture2D (_MainTex, IN_39.uv_MainTex); vec4 tmpvar_43; tmpvar_43 = tmpvar_42; c_41 = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = (c_41.xyz * IN_39.color.xyz); o_40.Albedo = tmpvar_44; vec4 tmpvar_45; tmpvar_45 = texture2D (_TranslucencyMap, IN_39.uv_MainTex); vec3 tmpvar_46; tmpvar_46 = _TranslucencyColor.xyz; vec3 tmpvar_47; tmpvar_47 = (tmpvar_45.xyz * tmpvar_46); o_40.Translucency = tmpvar_47; vec4 tmpvar_48; tmpvar_48 = texture2D (_GlossMap, IN_39.uv_MainTex); float tmpvar_49; tmpvar_49 = tmpvar_48.w; o_40.Gloss = tmpvar_49; float tmpvar_50; tmpvar_50 = (c_41.w * IN_39.color.w); o_40.Alpha = tmpvar_50; float tmpvar_51; tmpvar_51 = _Shininess; o_40.Specular = tmpvar_51; vec4 tmpvar_52; tmpvar_52 = texture2D (_BumpMap, IN_39.uv_MainTex); vec4 tmpvar_53; tmpvar_53 = UnpackNormal (tmpvar_52); vec3 tmpvar_54; tmpvar_54 = tmpvar_53.xyz; vec3 tmpvar_55; tmpvar_55 = tmpvar_54; o_40.Normal = tmpvar_55; } vec4 LightingTreeLeaf ( in LeafSurfaceOutput s_56, in vec3 lightDir_57, in vec3 viewDir_58, in float atten_59 ) { vec4 c_60; vec3 col_61; vec3 translucencyColor_62; float trans_63; float spec_64; float nh_65; float diff_66; vec3 h_67; vec3 tmpvar_68; tmpvar_68 = normalize ((lightDir_57 + viewDir_58)); vec3 tmpvar_69; tmpvar_69 = tmpvar_68; h_67 = tmpvar_69; float tmpvar_70; tmpvar_70 = dot (s_56.Normal, lightDir_57); float tmpvar_71; tmpvar_71 = tmpvar_70; diff_66 = tmpvar_71; float tmpvar_72; tmpvar_72 = dot (s_56.Normal, h_67); float tmpvar_73; tmpvar_73 = max (0.0, tmpvar_72); float tmpvar_74; tmpvar_74 = tmpvar_73; nh_65 = tmpvar_74; float tmpvar_75; tmpvar_75 = pow (nh_65, (s_56.Specular * 128.0)); float tmpvar_76; tmpvar_76 = (tmpvar_75 * s_56.Gloss); spec_64 = tmpvar_76; float tmpvar_77; tmpvar_77 = max (0.0, -(diff_66)); float tmpvar_78; tmpvar_78 = tmpvar_77; trans_63 = tmpvar_78; vec3 tmpvar_79; tmpvar_79 = ((s_56.Translucency * trans_63) * 2.0); translucencyColor_62 = tmpvar_79; float tmpvar_80; tmpvar_80 = max (0.0, ((diff_66 * 0.5) + 0.5)); float tmpvar_81; tmpvar_81 = tmpvar_80; diff_66 = tmpvar_81; vec3 tmpvar_82; tmpvar_82 = (s_56.Albedo * (diff_66 + translucencyColor_62)); col_61 = tmpvar_82; float tmpvar_83; tmpvar_83 = ceil (trans_63); float tmpvar_84; tmpvar_84 = xll_saturate (tmpvar_83); vec3 tmpvar_85; tmpvar_85 = (col_61 + (spec_64 * (1.0 - tmpvar_84))); col_61 = tmpvar_85; vec3 tmpvar_86; tmpvar_86 = (col_61 * _LightColor0.xyz); col_61 = tmpvar_86; vec3 tmpvar_87; tmpvar_87 = (col_61 * (atten_59 * 2.0)); c_60.xyz = tmpvar_87.xyz.xyz; return c_60; } vec4 frag_surf ( in v2f_surf IN_88 ) { vec4 c_89; vec3 lightDir_90; LeafSurfaceOutput o_91; Input surfIN_92; vec2 tmpvar_93; tmpvar_93 = IN_88.hip_pack0.xy; surfIN_92.uv_MainTex = tmpvar_93; vec4 tmpvar_94; tmpvar_94 = IN_88.lop_color; surfIN_92.color = tmpvar_94; vec3 tmpvar_95; tmpvar_95 = vec3(0.0, 0.0, 0.0); o_91.Albedo = tmpvar_95; vec3 tmpvar_96; tmpvar_96 = vec3(0.0, 0.0, 0.0); o_91.Emission = tmpvar_96; float tmpvar_97; tmpvar_97 = 0.0; o_91.Specular = tmpvar_97; float tmpvar_98; tmpvar_98 = 0.0; o_91.Alpha = tmpvar_98; surf (surfIN_92, o_91); xll_clip ((o_91.Alpha - _Cutoff)); vec3 tmpvar_99; tmpvar_99 = IN_88.lightDir; lightDir_90 = tmpvar_99; vec3 tmpvar_100; tmpvar_100 = normalize (lightDir_90); vec3 tmpvar_101; tmpvar_101 = tmpvar_100; lightDir_90 = tmpvar_101; vec3 tmpvar_102; tmpvar_102 = IN_88.viewDir.xyz; vec3 tmpvar_103; tmpvar_103 = normalize (tmpvar_102); float tmpvar_104; tmpvar_104 = dot (IN_88._LightCoord, IN_88._LightCoord); vec2 tmpvar_105; tmpvar_105 = vec2(tmpvar_104); vec2 tmpvar_106; tmpvar_106 = tmpvar_105.xy; vec4 tmpvar_107; tmpvar_107 = texture2D (_LightTextureB0, tmpvar_106); vec4 tmpvar_108; tmpvar_108 = textureCube (_LightTexture0, IN_88._LightCoord); vec4 tmpvar_109; tmpvar_109 = LightingTreeLeaf (o_91, lightDir_90, tmpvar_103, (tmpvar_107.w * tmpvar_108.w)); vec4 tmpvar_110; tmpvar_110 = tmpvar_109; c_89 = tmpvar_110; float tmpvar_111; tmpvar_111 = o_91.Alpha; c_89.w = vec4(tmpvar_111).w; return c_89; } void main () { v2f_surf xlt_IN_112; vec4 xl_retval_113; vec4 tmpvar_114; tmpvar_114 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_112.pos = tmpvar_114; float tmpvar_115; tmpvar_115 = xlv_FOG.x; xlt_IN_112.fog = tmpvar_115; vec2 tmpvar_116; tmpvar_116 = gl_TexCoord[0].xy; vec2 tmpvar_117; tmpvar_117 = tmpvar_116; xlt_IN_112.hip_pack0 = tmpvar_117; vec4 tmpvar_118; tmpvar_118 = gl_Color.xyzw; vec4 tmpvar_119; tmpvar_119 = tmpvar_118; xlt_IN_112.lop_color = tmpvar_119; vec3 tmpvar_120; tmpvar_120 = gl_TexCoord[1].xyz; vec3 tmpvar_121; tmpvar_121 = tmpvar_120; xlt_IN_112.lightDir = tmpvar_121; vec3 tmpvar_122; tmpvar_122 = gl_TexCoord[2].xyz; vec3 tmpvar_123; tmpvar_123 = tmpvar_122; xlt_IN_112.viewDir = tmpvar_123; vec3 tmpvar_124; tmpvar_124 = gl_TexCoord[3].xyz; vec3 tmpvar_125; tmpvar_125 = tmpvar_124; xlt_IN_112._LightCoord = tmpvar_125; vec4 tmpvar_126; tmpvar_126 = frag_surf (xlt_IN_112); vec4 tmpvar_127; tmpvar_127 = tmpvar_126; xl_retval_113 = tmpvar_127; vec4 tmpvar_128; tmpvar_128 = xl_retval_113.xyzw; vec4 tmpvar_129; tmpvar_129 = tmpvar_128; gl_FragData[0] = tmpvar_129; }