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; vec4 hip_screen; vec3 hip_lmapFade; }; varying vec4 xlv_FOG; uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; 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; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 tex; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = tmpvar_1; tex = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (tex.xyz * _Color.xyz); o.Albedo = tmpvar_3; float tmpvar_4; tmpvar_4 = tex.w; o.Gloss = tmpvar_4; float tmpvar_5; tmpvar_5 = (tex.w * _Color.w); o.Alpha = tmpvar_5; float tmpvar_6; tmpvar_6 = _Shininess; o.Specular = tmpvar_6; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s, in vec4 light ) { vec4 c; float spec; float tmpvar_1; tmpvar_1 = (light.w * s.Gloss); spec = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); c.xyz = tmpvar_2.xyz.xyz; float tmpvar_3; tmpvar_3 = (s.Alpha + (spec * _SpecColor.w)); c.w = vec4(tmpvar_3).w; return c; } vec3 DecodeLightmap ( in vec4 color ) { return (2.0 * color.xyz); } vec4 frag_surf ( in v2f_surf IN ) { vec4 col; vec3 lm; vec3 lmIndirect; vec3 lmFull; vec4 light; 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; surf (surfIN, o); xll_clip ((o.Alpha - _Cutoff)); 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; vec4 tmpvar_11; tmpvar_11 = texture2D (unity_Lightmap, IN.hip_lmapFade.xy); vec3 tmpvar_12; tmpvar_12 = DecodeLightmap (tmpvar_11); vec3 tmpvar_13; tmpvar_13 = tmpvar_12; lmFull = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (unity_LightmapInd, IN.hip_lmapFade.xy); vec3 tmpvar_15; tmpvar_15 = DecodeLightmap (tmpvar_14); vec3 tmpvar_16; tmpvar_16 = tmpvar_15; lmIndirect = tmpvar_16; float tmpvar_17; tmpvar_17 = xll_saturate (IN.hip_lmapFade.z); vec3 tmpvar_18; tmpvar_18 = vec3(tmpvar_17); vec3 tmpvar_19; tmpvar_19 = mix (lmIndirect, lmFull, tmpvar_18); vec3 tmpvar_20; tmpvar_20 = tmpvar_19; lm = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = (light.xyz + lm); light.xyz = tmpvar_21.xyz.xyz; vec4 tmpvar_22; tmpvar_22 = LightingBlinnPhong_PrePass (o, light); vec4 tmpvar_23; tmpvar_23 = tmpvar_22; col = tmpvar_23; 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; 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_TexCoord[1].xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.hip_screen = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[2].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.hip_lmapFade = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = frag_surf (xlt_IN); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xl_retval = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = xl_retval.xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; gl_FragData[0] = tmpvar_12; }