struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; 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 sampler2D _BumpSpecMap; vec4 UnpackNormal ( in vec4 packednormal_1 ) { vec4 normal_2; vec2 tmpvar_3; tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0); normal_2.xy = tmpvar_3.xy.xy; float tmpvar_4; tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y))); float tmpvar_5; tmpvar_5 = tmpvar_4; normal_2.z = vec3(tmpvar_5).z; return normal_2; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 norspc_8; vec4 trngls_9; vec4 c_10; vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; c_10 = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = (c_10.xyz * IN_6.color.xyz); o_7.Albedo = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_TranslucencyMap, IN_6.uv_MainTex); vec4 tmpvar_15; tmpvar_15 = tmpvar_14; trngls_9 = tmpvar_15; float tmpvar_16; tmpvar_16 = trngls_9.w; o_7.Gloss = tmpvar_16; float tmpvar_17; tmpvar_17 = IN_6.color.w; o_7.Alpha = tmpvar_17; vec4 tmpvar_18; tmpvar_18 = texture2D (_BumpSpecMap, IN_6.uv_MainTex); vec4 tmpvar_19; tmpvar_19 = tmpvar_18; norspc_8 = tmpvar_19; float tmpvar_20; tmpvar_20 = norspc_8.x; o_7.Specular = tmpvar_20; vec4 tmpvar_21; tmpvar_21 = UnpackNormal (norspc_8); vec3 tmpvar_22; tmpvar_22 = tmpvar_21.xyz; vec3 tmpvar_23; tmpvar_23 = tmpvar_22; o_7.Normal = tmpvar_23; } vec4 LightingTreeBark ( in SurfaceOutput s_24, in vec3 lightDir_25, in vec3 viewDir_26, in float atten_27 ) { vec4 c_28; float spec_29; float nh_30; float diff_31; vec3 h_32; vec3 tmpvar_33; tmpvar_33 = normalize ((lightDir_25 + viewDir_26)); vec3 tmpvar_34; tmpvar_34 = tmpvar_33; h_32 = tmpvar_34; float tmpvar_35; tmpvar_35 = dot (s_24.Normal, lightDir_25); float tmpvar_36; tmpvar_36 = max (0.0, tmpvar_35); float tmpvar_37; tmpvar_37 = tmpvar_36; diff_31 = tmpvar_37; float tmpvar_38; tmpvar_38 = dot (s_24.Normal, h_32); float tmpvar_39; tmpvar_39 = max (0.0, tmpvar_38); float tmpvar_40; tmpvar_40 = tmpvar_39; nh_30 = tmpvar_40; float tmpvar_41; tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0)); float tmpvar_42; tmpvar_42 = (tmpvar_41 * s_24.Gloss); spec_29 = tmpvar_42; vec3 tmpvar_43; tmpvar_43 = ((((s_24.Albedo * _LightColor0.xyz) * diff_31) + (_LightColor0.xyz * spec_29)) * (atten_27 * 2.0)); c_28.xyz = tmpvar_43.xyz.xyz; float tmpvar_44; tmpvar_44 = (((_LightColor0.w * spec_29) * atten_27) * s_24.Alpha); c_28.w = vec4(tmpvar_44).w; return c_28; } vec4 frag_surf ( in v2f_surf IN_45 ) { vec4 c_46; vec3 lightDir_47; SurfaceOutput o_48; Input surfIN_49; vec2 tmpvar_50; tmpvar_50 = IN_45.hip_pack0.xy; surfIN_49.uv_MainTex = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = IN_45.lop_color; surfIN_49.color = tmpvar_51; vec3 tmpvar_52; tmpvar_52 = vec3(0.0, 0.0, 0.0); o_48.Albedo = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = vec3(0.0, 0.0, 0.0); o_48.Emission = tmpvar_53; float tmpvar_54; tmpvar_54 = 0.0; o_48.Specular = tmpvar_54; float tmpvar_55; tmpvar_55 = 0.0; o_48.Alpha = tmpvar_55; float tmpvar_56; tmpvar_56 = 0.0; o_48.Gloss = tmpvar_56; surf (surfIN_49, o_48); vec3 tmpvar_57; tmpvar_57 = IN_45.lightDir; lightDir_47 = tmpvar_57; vec3 tmpvar_58; tmpvar_58 = normalize (lightDir_47); vec3 tmpvar_59; tmpvar_59 = tmpvar_58; lightDir_47 = tmpvar_59; vec3 tmpvar_60; tmpvar_60 = IN_45.viewDir.xyz; vec3 tmpvar_61; tmpvar_61 = normalize (tmpvar_60); float tmpvar_62; tmpvar_62 = dot (IN_45._LightCoord, IN_45._LightCoord); vec2 tmpvar_63; tmpvar_63 = vec2(tmpvar_62); vec2 tmpvar_64; tmpvar_64 = tmpvar_63.xy; vec4 tmpvar_65; tmpvar_65 = texture2D (_LightTextureB0, tmpvar_64); vec4 tmpvar_66; tmpvar_66 = textureCube (_LightTexture0, IN_45._LightCoord); vec4 tmpvar_67; tmpvar_67 = LightingTreeBark (o_48, lightDir_47, tmpvar_61, (tmpvar_65.w * tmpvar_66.w)); vec4 tmpvar_68; tmpvar_68 = tmpvar_67; c_46 = tmpvar_68; float tmpvar_69; tmpvar_69 = 0.0; c_46.w = vec4(tmpvar_69).w; return c_46; } void main () { v2f_surf xlt_IN_70; vec4 xl_retval_71; vec4 tmpvar_72; tmpvar_72 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_70.pos = tmpvar_72; float tmpvar_73; tmpvar_73 = xlv_FOG.x; xlt_IN_70.fog = tmpvar_73; vec2 tmpvar_74; tmpvar_74 = gl_TexCoord[0].xy; vec2 tmpvar_75; tmpvar_75 = tmpvar_74; xlt_IN_70.hip_pack0 = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = gl_Color.xyzw; vec4 tmpvar_77; tmpvar_77 = tmpvar_76; xlt_IN_70.lop_color = tmpvar_77; vec3 tmpvar_78; tmpvar_78 = gl_TexCoord[1].xyz; vec3 tmpvar_79; tmpvar_79 = tmpvar_78; xlt_IN_70.lightDir = tmpvar_79; vec3 tmpvar_80; tmpvar_80 = gl_TexCoord[2].xyz; vec3 tmpvar_81; tmpvar_81 = tmpvar_80; xlt_IN_70.viewDir = tmpvar_81; vec3 tmpvar_82; tmpvar_82 = gl_TexCoord[3].xyz; vec3 tmpvar_83; tmpvar_83 = tmpvar_82; xlt_IN_70._LightCoord = tmpvar_83; vec4 tmpvar_84; tmpvar_84 = frag_surf (xlt_IN_70); vec4 tmpvar_85; tmpvar_85 = tmpvar_84; xl_retval_71 = tmpvar_85; vec4 tmpvar_86; tmpvar_86 = xl_retval_71.xyzw; vec4 tmpvar_87; tmpvar_87 = tmpvar_86; gl_FragData[0] = tmpvar_87; }