struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv2_LightMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 lightDir; vec2 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform sampler2D _LightMap; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; 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 lm_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec3 tmpvar_10; tmpvar_10 = _Color.xyz; vec3 tmpvar_11; tmpvar_11 = (tmpvar_9.xyz * tmpvar_10); o_7.Albedo = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = texture2D (_LightMap, IN_6.uv2_LightMap); vec4 tmpvar_13; tmpvar_13 = tmpvar_12; lm_8 = tmpvar_13; vec3 tmpvar_14; tmpvar_14 = (lm_8.xyz * o_7.Albedo.xyz); o_7.Emission = tmpvar_14; float tmpvar_15; tmpvar_15 = (lm_8.w * _Color.w); o_7.Alpha = tmpvar_15; vec4 tmpvar_16; tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap); vec4 tmpvar_17; tmpvar_17 = UnpackNormal (tmpvar_16); vec3 tmpvar_18; tmpvar_18 = tmpvar_17.xyz; vec3 tmpvar_19; tmpvar_19 = tmpvar_18; o_7.Normal = tmpvar_19; } vec4 LightingLambert ( in SurfaceOutput s_20, in vec3 lightDir_21, in float atten_22 ) { vec4 c_23; float diff_24; float tmpvar_25; tmpvar_25 = dot (s_20.Normal, lightDir_21); float tmpvar_26; tmpvar_26 = max (0.0, tmpvar_25); float tmpvar_27; tmpvar_27 = tmpvar_26; diff_24 = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = ((s_20.Albedo * _LightColor0.xyz) * ((diff_24 * atten_22) * 2.0)); c_23.xyz = tmpvar_28.xyz.xyz; float tmpvar_29; tmpvar_29 = s_20.Alpha; c_23.w = vec4(tmpvar_29).w; return c_23; } vec4 frag_surf ( in v2f_surf IN_30 ) { vec4 c_31; vec3 lightDir_32; SurfaceOutput o_33; Input surfIN_34; vec2 tmpvar_35; tmpvar_35 = IN_30.hip_pack0.xy; surfIN_34.uv_MainTex = tmpvar_35; vec2 tmpvar_36; tmpvar_36 = IN_30.hip_pack0.zw; surfIN_34.uv_BumpMap = tmpvar_36; vec3 tmpvar_37; tmpvar_37 = vec3(0.0, 0.0, 0.0); o_33.Albedo = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = vec3(0.0, 0.0, 0.0); o_33.Emission = tmpvar_38; float tmpvar_39; tmpvar_39 = 0.0; o_33.Specular = tmpvar_39; float tmpvar_40; tmpvar_40 = 0.0; o_33.Alpha = tmpvar_40; float tmpvar_41; tmpvar_41 = 0.0; o_33.Gloss = tmpvar_41; surf (surfIN_34, o_33); vec3 tmpvar_42; tmpvar_42 = IN_30.lightDir; lightDir_32 = tmpvar_42; vec4 tmpvar_43; tmpvar_43 = texture2D (_LightTexture0, IN_30._LightCoord); vec4 tmpvar_44; tmpvar_44 = LightingLambert (o_33, lightDir_32, (tmpvar_43.w * 1.0)); vec4 tmpvar_45; tmpvar_45 = tmpvar_44; c_31 = tmpvar_45; float tmpvar_46; tmpvar_46 = 0.0; c_31.w = vec4(tmpvar_46).w; return c_31; } void main () { v2f_surf xlt_IN_47; vec4 xl_retval_48; vec4 tmpvar_49; tmpvar_49 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_47.pos = tmpvar_49; float tmpvar_50; tmpvar_50 = xlv_FOG.x; xlt_IN_47.fog = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = gl_TexCoord[0].xyzw; vec4 tmpvar_52; tmpvar_52 = tmpvar_51; xlt_IN_47.hip_pack0 = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = gl_TexCoord[1].xyz; vec3 tmpvar_54; tmpvar_54 = tmpvar_53; xlt_IN_47.lightDir = tmpvar_54; vec2 tmpvar_55; tmpvar_55 = gl_TexCoord[2].xy; vec2 tmpvar_56; tmpvar_56 = tmpvar_55; xlt_IN_47._LightCoord = tmpvar_56; vec4 tmpvar_57; tmpvar_57 = frag_surf (xlt_IN_47); vec4 tmpvar_58; tmpvar_58 = tmpvar_57; xl_retval_48 = tmpvar_58; vec4 tmpvar_59; tmpvar_59 = xl_retval_48.xyzw; vec4 tmpvar_60; tmpvar_60 = tmpvar_59; gl_FragData[0] = tmpvar_60; }