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 sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; uniform float _Cutoff; uniform sampler2D _BumpSpecMap; void xll_clip ( in float x ) { if ((x < 0.0)) { discard; }; } float xll_saturate ( in float x ) { float tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } vec2 xll_saturate ( in vec2 x ) { vec2 tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } vec3 xll_saturate ( in vec3 x ) { vec3 tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } vec4 xll_saturate ( in vec4 x ) { vec4 tmpvar_1; tmpvar_1 = clamp (x, 0.0, 1.0); return tmpvar_1; } mat2 xll_saturate ( in mat2 m ) { vec2 tmpvar_1; tmpvar_1 = clamp (m[0], 0.0, 1.0); vec2 tmpvar_2; tmpvar_2 = clamp (m[1], 0.0, 1.0); mat2 tmpvar_3; vec2 tmpvar_4; tmpvar_4 = tmpvar_1; tmpvar_3[0] = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = tmpvar_2; tmpvar_3[1] = tmpvar_5; return tmpvar_3; } mat3 xll_saturate ( in mat3 m ) { vec3 tmpvar_1; tmpvar_1 = clamp (m[0], 0.0, 1.0); vec3 tmpvar_2; tmpvar_2 = clamp (m[1], 0.0, 1.0); vec3 tmpvar_3; tmpvar_3 = clamp (m[2], 0.0, 1.0); mat3 tmpvar_4; vec3 tmpvar_5; tmpvar_5 = tmpvar_1; tmpvar_4[0] = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = tmpvar_2; tmpvar_4[1] = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = tmpvar_3; tmpvar_4[2] = tmpvar_7; return tmpvar_4; } mat4 xll_saturate ( in mat4 m ) { vec4 tmpvar_1; tmpvar_1 = clamp (m[0], 0.0, 1.0); vec4 tmpvar_2; tmpvar_2 = clamp (m[1], 0.0, 1.0); vec4 tmpvar_3; tmpvar_3 = clamp (m[2], 0.0, 1.0); vec4 tmpvar_4; tmpvar_4 = clamp (m[3], 0.0, 1.0); mat4 tmpvar_5; vec4 tmpvar_6; tmpvar_6 = tmpvar_1; tmpvar_5[0] = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = tmpvar_2; tmpvar_5[1] = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = tmpvar_3; tmpvar_5[2] = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = tmpvar_4; tmpvar_5[3] = tmpvar_9; return tmpvar_5; } vec4 UnpackNormal ( in vec4 packednormal ) { vec4 normal; vec2 tmpvar_1; tmpvar_1 = ((packednormal.wy * 2.0) - 1.0); normal.xy = tmpvar_1.xy.xy; float tmpvar_2; tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); float tmpvar_3; tmpvar_3 = tmpvar_2; normal.z = vec3(tmpvar_3).z; return normal; } void surf ( in Input IN, inout LeafSurfaceOutput o ) { vec4 norspc; vec4 trngls; vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = tmpvar_1; c = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (c.xyz * IN.color.xyz); o.Albedo = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_TranslucencyMap, IN.uv_MainTex); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; trngls = tmpvar_5; vec3 tmpvar_6; tmpvar_6 = trngls.xyz; o.Translucency = tmpvar_6; float tmpvar_7; tmpvar_7 = trngls.w; o.Gloss = tmpvar_7; float tmpvar_8; tmpvar_8 = (c.w * IN.color.w); o.Alpha = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_BumpSpecMap, IN.uv_MainTex); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; norspc = tmpvar_10; float tmpvar_11; tmpvar_11 = norspc.x; o.Specular = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = UnpackNormal (norspc); vec3 tmpvar_13; tmpvar_13 = tmpvar_12.xyz; vec3 tmpvar_14; tmpvar_14 = tmpvar_13; o.Normal = tmpvar_14; } vec4 LightingTreeLeaf ( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec4 c; vec3 col; vec3 translucencyColor; float trans; float spec; float nh; float diff; vec3 h; vec3 tmpvar_1; tmpvar_1 = normalize ((lightDir + viewDir)); vec3 tmpvar_2; tmpvar_2 = tmpvar_1; h = tmpvar_2; float tmpvar_3; tmpvar_3 = dot (s.Normal, lightDir); float tmpvar_4; tmpvar_4 = tmpvar_3; diff = tmpvar_4; float tmpvar_5; tmpvar_5 = dot (s.Normal, h); float tmpvar_6; tmpvar_6 = max (0.0, tmpvar_5); float tmpvar_7; tmpvar_7 = tmpvar_6; nh = tmpvar_7; float tmpvar_8; tmpvar_8 = pow (nh, (s.Specular * 128.0)); float tmpvar_9; tmpvar_9 = (tmpvar_8 * s.Gloss); spec = tmpvar_9; float tmpvar_10; tmpvar_10 = max (0.0, -(diff)); float tmpvar_11; tmpvar_11 = tmpvar_10; trans = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = ((s.Translucency * trans) * 2.0); translucencyColor = tmpvar_12; float tmpvar_13; tmpvar_13 = max (0.0, ((diff * 0.5) + 0.5)); float tmpvar_14; tmpvar_14 = tmpvar_13; diff = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (s.Albedo * (diff + translucencyColor)); col = tmpvar_15; float tmpvar_16; tmpvar_16 = ceil (trans); float tmpvar_17; tmpvar_17 = xll_saturate (tmpvar_16); vec3 tmpvar_18; tmpvar_18 = (col + (spec * (1.0 - tmpvar_17))); col = tmpvar_18; vec3 tmpvar_19; tmpvar_19 = (col * _LightColor0.xyz); col = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = (col * (atten * 2.0)); c.xyz = tmpvar_20.xyz.xyz; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 c; vec3 lightDir; LeafSurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = IN.lop_color; surfIN.color = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Specular = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Alpha = tmpvar_6; surf (surfIN, o); xll_clip ((o.Alpha - _Cutoff)); vec3 tmpvar_7; tmpvar_7 = IN.lightDir; lightDir = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = normalize (lightDir); vec3 tmpvar_9; tmpvar_9 = tmpvar_8; lightDir = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = IN.viewDir.xyz; vec3 tmpvar_11; tmpvar_11 = normalize (tmpvar_10); float tmpvar_12; tmpvar_12 = dot (IN._LightCoord, IN._LightCoord); vec2 tmpvar_13; tmpvar_13 = vec2(tmpvar_12); vec2 tmpvar_14; tmpvar_14 = tmpvar_13.xy; vec4 tmpvar_15; tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14); vec4 tmpvar_16; tmpvar_16 = textureCube (_LightTexture0, IN._LightCoord); vec4 tmpvar_17; tmpvar_17 = LightingTreeLeaf (o, lightDir, tmpvar_11, (tmpvar_15.w * tmpvar_16.w)); vec4 tmpvar_18; tmpvar_18 = tmpvar_17; c = tmpvar_18; float tmpvar_19; tmpvar_19 = o.Alpha; c.w = vec4(tmpvar_19).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; vec4 tmpvar_5; tmpvar_5 = gl_Color.xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.lop_color = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[1].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.lightDir = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = gl_TexCoord[2].xyz; vec3 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_IN.viewDir = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = gl_TexCoord[3].xyz; vec3 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_IN._LightCoord = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = frag_surf (xlt_IN); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = xl_retval.xyzw; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_FragData[0] = tmpvar_16; }