struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec2 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _Ramp; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform vec4 _Color; void surf ( in Input IN, inout SurfaceOutput o ) { vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 * _Color); c = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = c.xyz; o.Albedo = tmpvar_3; float tmpvar_4; tmpvar_4 = c.w; o.Alpha = tmpvar_4; } vec4 LightingToonRamp ( in SurfaceOutput s, in vec3 lightDir, in float atten ) { vec4 c; vec3 ramp; float d; float tmpvar_1; tmpvar_1 = dot (s.Normal, lightDir); float tmpvar_2; tmpvar_2 = ((tmpvar_1 * 0.5) + 0.5); d = tmpvar_2; vec2 tmpvar_3; tmpvar_3.x = d; tmpvar_3.y = d; vec4 tmpvar_4; tmpvar_4 = texture2D (_Ramp, tmpvar_3); vec3 tmpvar_5; tmpvar_5 = tmpvar_4.xyz; ramp = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = (((s.Albedo * _LightColor0.xyz) * ramp) * (atten * 2.0)); c.xyz = tmpvar_6.xyz.xyz; float tmpvar_7; tmpvar_7 = 0.0; c.w = vec4(tmpvar_7).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 c; vec3 lightDir; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = 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; vec3 tmpvar_7; tmpvar_7 = IN.normal; o.Normal = tmpvar_7; surf (surfIN, o); vec3 tmpvar_8; tmpvar_8 = IN.lightDir; lightDir = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_LightTexture0, IN._LightCoord); vec4 tmpvar_10; tmpvar_10 = LightingToonRamp (o, lightDir, (tmpvar_9.w * 1.0)); vec4 tmpvar_11; tmpvar_11 = tmpvar_10; c = tmpvar_11; float tmpvar_12; tmpvar_12 = 0.0; c.w = vec4(tmpvar_12).w; return c; } 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; vec2 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xy; vec2 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.hip_pack0 = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[1].xyz; vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.normal = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[2].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.lightDir = tmpvar_8; vec2 tmpvar_9; tmpvar_9 = gl_TexCoord[3].xy; vec2 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_IN._LightCoord = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = frag_surf (xlt_IN); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xl_retval = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = xl_retval.xyzw; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; gl_FragData[0] = tmpvar_14; }