struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv2_LightMap; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform sampler2D _LightMap; uniform vec4 _LightColor0; uniform vec4 _Color; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 lm_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex); vec3 tmpvar_5; tmpvar_5 = _Color.xyz; vec3 tmpvar_6; tmpvar_6 = (tmpvar_4.xyz * tmpvar_5); o_2.Albedo = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_LightMap, IN_1.uv2_LightMap); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; lm_3 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = (lm_3.xyz * o_2.Albedo.xyz); o_2.Emission = tmpvar_9; float tmpvar_10; tmpvar_10 = (lm_3.w * _Color.w); o_2.Alpha = tmpvar_10; } float UnitySpotCookie ( in vec4 LightCoord_11 ) { vec4 tmpvar_12; tmpvar_12 = texture2D (_LightTexture0, ((LightCoord_11.xy / LightCoord_11.w) + 0.5)); return tmpvar_12.w; } float UnitySpotAttenuate ( in vec3 LightCoord_13 ) { float tmpvar_14; tmpvar_14 = dot (LightCoord_13, LightCoord_13); vec2 tmpvar_15; tmpvar_15 = vec2(tmpvar_14); vec2 tmpvar_16; tmpvar_16 = tmpvar_15.xy; vec4 tmpvar_17; tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16); return tmpvar_17.w; } vec4 LightingLambert ( in SurfaceOutput s_18, in vec3 lightDir_19, in float atten_20 ) { vec4 c_21; float diff_22; float tmpvar_23; tmpvar_23 = dot (s_18.Normal, lightDir_19); float tmpvar_24; tmpvar_24 = max (0.0, tmpvar_23); float tmpvar_25; tmpvar_25 = tmpvar_24; diff_22 = tmpvar_25; vec3 tmpvar_26; tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0)); c_21.xyz = tmpvar_26.xyz.xyz; float tmpvar_27; tmpvar_27 = s_18.Alpha; c_21.w = vec4(tmpvar_27).w; return c_21; } vec4 frag_surf ( in v2f_surf IN_28 ) { vec4 c_29; vec3 lightDir_30; SurfaceOutput o_31; Input surfIN_32; vec2 tmpvar_33; tmpvar_33 = IN_28.hip_pack0.xy; surfIN_32.uv_MainTex = tmpvar_33; vec3 tmpvar_34; tmpvar_34 = vec3(0.0, 0.0, 0.0); o_31.Albedo = tmpvar_34; vec3 tmpvar_35; tmpvar_35 = vec3(0.0, 0.0, 0.0); o_31.Emission = tmpvar_35; float tmpvar_36; tmpvar_36 = 0.0; o_31.Specular = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.0; o_31.Alpha = tmpvar_37; float tmpvar_38; tmpvar_38 = 0.0; o_31.Gloss = tmpvar_38; vec3 tmpvar_39; tmpvar_39 = IN_28.normal; o_31.Normal = tmpvar_39; surf (surfIN_32, o_31); vec3 tmpvar_40; tmpvar_40 = IN_28.lightDir; lightDir_30 = tmpvar_40; vec3 tmpvar_41; tmpvar_41 = normalize (lightDir_30); vec3 tmpvar_42; tmpvar_42 = tmpvar_41; lightDir_30 = tmpvar_42; float tmpvar_43; tmpvar_43 = UnitySpotCookie (IN_28._LightCoord); float tmpvar_44; tmpvar_44 = UnitySpotAttenuate (IN_28._LightCoord.xyz); vec4 tmpvar_45; tmpvar_45 = LightingLambert (o_31, lightDir_30, ((float((IN_28._LightCoord.z > 0.0)) * tmpvar_43) * tmpvar_44)); vec4 tmpvar_46; tmpvar_46 = tmpvar_45; c_29 = tmpvar_46; float tmpvar_47; tmpvar_47 = 0.0; c_29.w = vec4(tmpvar_47).w; return c_29; } void main () { v2f_surf xlt_IN_48; vec4 xl_retval_49; vec4 tmpvar_50; tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_48.pos = tmpvar_50; float tmpvar_51; tmpvar_51 = xlv_FOG.x; xlt_IN_48.fog = tmpvar_51; vec2 tmpvar_52; tmpvar_52 = gl_TexCoord[0].xy; vec2 tmpvar_53; tmpvar_53 = tmpvar_52; xlt_IN_48.hip_pack0 = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = gl_TexCoord[1].xyz; vec3 tmpvar_55; tmpvar_55 = tmpvar_54; xlt_IN_48.normal = tmpvar_55; vec3 tmpvar_56; tmpvar_56 = gl_TexCoord[2].xyz; vec3 tmpvar_57; tmpvar_57 = tmpvar_56; xlt_IN_48.lightDir = tmpvar_57; vec4 tmpvar_58; tmpvar_58 = gl_TexCoord[3].xyzw; vec4 tmpvar_59; tmpvar_59 = tmpvar_58; xlt_IN_48._LightCoord = tmpvar_59; vec4 tmpvar_60; tmpvar_60 = frag_surf (xlt_IN_48); vec4 tmpvar_61; tmpvar_61 = tmpvar_60; xl_retval_49 = tmpvar_61; vec4 tmpvar_62; tmpvar_62 = xl_retval_49.xyzw; vec4 tmpvar_63; tmpvar_63 = tmpvar_62; gl_FragData[0] = tmpvar_63; }