struct SurfaceOutput { lowp vec3 Albedo; lowp vec3 Normal; lowp vec3 Emission; mediump float Specular; lowp float Gloss; lowp float Alpha; }; struct Input { mediump vec2 uv_MainTex; }; struct v2f_surf { highp vec4 pos; mediump vec2 pack0; mediump vec3 viewDir; lowp vec3 lightDir; lowp vec3 vlight; }; varying lowp vec3 xlv_TEXCOORD3; varying lowp vec3 xlv_TEXCOORD2; varying mediump vec3 xlv_TEXCOORD1; varying mediump vec2 xlv_TEXCOORD0; uniform mediump float _Shininess; uniform sampler2D _MainTex; uniform lowp vec4 _LightColor0; uniform sampler2D _BumpMap; lowp vec3 UnpackNormal ( in lowp vec4 packednormal ) { return ((packednormal.xyz * 2.0) - 1.0); } void surf ( in Input IN, inout SurfaceOutput o ) { lowp vec4 tex; lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); lowp vec4 tmpvar_2; tmpvar_2 = tmpvar_1; tex = tmpvar_2; lowp vec3 tmpvar_3; tmpvar_3 = tex.xyz; o.Albedo = tmpvar_3; lowp float tmpvar_4; tmpvar_4 = tex.w; o.Gloss = tmpvar_4; lowp float tmpvar_5; tmpvar_5 = tex.w; o.Alpha = tmpvar_5; mediump float tmpvar_6; tmpvar_6 = _Shininess; o.Specular = tmpvar_6; lowp vec4 tmpvar_7; tmpvar_7 = texture2D (_BumpMap, IN.uv_MainTex); lowp vec3 tmpvar_8; tmpvar_8 = UnpackNormal (tmpvar_7); lowp vec3 tmpvar_9; tmpvar_9 = tmpvar_8; o.Normal = tmpvar_9; } lowp vec4 LightingMobileBlinnPhong ( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten ) { lowp vec4 c; lowp float spec; lowp float nh; lowp float diff; lowp float tmpvar_1; tmpvar_1 = dot (s.Normal, lightDir); lowp float tmpvar_2; tmpvar_2 = max (0.0, tmpvar_1); lowp float tmpvar_3; tmpvar_3 = tmpvar_2; diff = tmpvar_3; lowp float tmpvar_4; tmpvar_4 = dot (s.Normal, halfDir); lowp float tmpvar_5; tmpvar_5 = max (0.0, tmpvar_4); lowp float tmpvar_6; tmpvar_6 = tmpvar_5; nh = tmpvar_6; mediump float tmpvar_7; tmpvar_7 = pow (nh, (s.Specular * 128.0)); mediump float tmpvar_8; tmpvar_8 = (tmpvar_7 * s.Gloss); spec = tmpvar_8; lowp vec3 tmpvar_9; tmpvar_9 = ((((s.Albedo * diff) + spec) * _LightColor0.xyz) * (atten * 2.0)); c.xyz = tmpvar_9.xyz.xyz; float tmpvar_10; tmpvar_10 = 0.0; c.w = vec4(tmpvar_10).w; return c; } lowp vec4 frag_surf ( in v2f_surf IN ) { lowp vec4 c; lowp float atten; SurfaceOutput o; Input surfIN; mediump vec2 tmpvar_1; tmpvar_1 = IN.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; surf (surfIN, o); float tmpvar_7; tmpvar_7 = 1.0; atten = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0); c = tmpvar_8; lowp vec4 tmpvar_9; tmpvar_9 = LightingMobileBlinnPhong (o, IN.lightDir, IN.viewDir, atten); lowp vec4 tmpvar_10; tmpvar_10 = tmpvar_9; c = tmpvar_10; lowp vec3 tmpvar_11; tmpvar_11 = (c.xyz + (o.Albedo * IN.vlight)); c.xyz = tmpvar_11.xyz.xyz; return c; } void main () { v2f_surf xlt_IN; lowp vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN.pos = tmpvar_1; mediump vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0.xy; mediump vec2 tmpvar_3; tmpvar_3 = tmpvar_2; xlt_IN.pack0 = tmpvar_3; mediump vec3 tmpvar_4; tmpvar_4 = xlv_TEXCOORD1.xyz; mediump vec3 tmpvar_5; tmpvar_5 = tmpvar_4; xlt_IN.viewDir = tmpvar_5; lowp vec3 tmpvar_6; tmpvar_6 = xlv_TEXCOORD2.xyz; lowp vec3 tmpvar_7; tmpvar_7 = tmpvar_6; xlt_IN.lightDir = tmpvar_7; lowp vec3 tmpvar_8; tmpvar_8 = xlv_TEXCOORD3.xyz; lowp vec3 tmpvar_9; tmpvar_9 = tmpvar_8; xlt_IN.vlight = tmpvar_9; lowp vec4 tmpvar_10; tmpvar_10 = frag_surf (xlt_IN); lowp vec4 tmpvar_11; tmpvar_11 = tmpvar_10; xl_retval = tmpvar_11; lowp vec4 tmpvar_12; tmpvar_12 = xl_retval.xyzw; lowp vec4 tmpvar_13; tmpvar_13 = tmpvar_12; gl_FragData[0] = tmpvar_13; }