struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec4 screenPos; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_screenPos; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void surf ( in Input IN, inout SurfaceOutput o ) { vec2 uv; vec2 tmpvar_1; tmpvar_1 = (IN.screenPos.xy / IN.screenPos.w); uv = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = (uv * vec2(2.0, 1.0)); uv = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, uv); vec3 tmpvar_4; tmpvar_4 = tmpvar_3.xyz; o.Albedo = tmpvar_4; } vec4 LightingLambert_PrePass ( in SurfaceOutput s, in vec4 light ) { vec4 c; vec3 tmpvar_1; tmpvar_1 = (s.Albedo * light.xyz); c.xyz = tmpvar_1.xyz.xyz; float tmpvar_2; tmpvar_2 = s.Alpha; c.w = vec4(tmpvar_2).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 col; vec4 light; SurfaceOutput o; Input surfIN; vec4 tmpvar_1; tmpvar_1 = IN.hip_screenPos; surfIN.screenPos = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_3; float tmpvar_4; tmpvar_4 = 0.0; o.Specular = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Alpha = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Gloss = tmpvar_6; surf (surfIN, o); vec4 tmpvar_7; tmpvar_7 = texture2DProj (_LightBuffer, IN.hip_screen); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; light = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = log2 (light); vec4 tmpvar_10; tmpvar_10 = -(tmpvar_9); light = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = (light.xyz + unity_Ambient.xyz); light.xyz = tmpvar_11.xyz.xyz; vec4 tmpvar_12; tmpvar_12 = LightingLambert_PrePass (o, light); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; col = tmpvar_13; return col; } void main () { v2f_surf xlt_IN; vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN.pos = tmpvar_1; float tmpvar_2; tmpvar_2 = xlv_FOG.x; xlt_IN.fog = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.hip_screenPos = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = gl_TexCoord[1].xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.hip_screen = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = frag_surf (xlt_IN); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xl_retval = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = xl_retval.xyzw; vec4 tmpvar_10; tmpvar_10 = tmpvar_9; gl_FragData[0] = tmpvar_10; }