struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 worldRefl; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec4 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _ReflectColor; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; 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; } vec2 ParallaxOffset ( in float h_6, in float height_7, in vec3 viewDir_8 ) { vec3 v_9; float tmpvar_10; tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0)); h_6 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = normalize (viewDir_8); vec3 tmpvar_12; tmpvar_12 = tmpvar_11; v_9 = tmpvar_12; float tmpvar_13; tmpvar_13 = (v_9.z + 0.42); v_9.z = vec3(tmpvar_13).z; return (h_6 * (v_9.xy / v_9.z)); } void surf ( in Input IN_14, inout SurfaceOutput o_15 ) { vec4 reflcol_16; vec3 worldRefl_17; vec4 c_18; vec4 tex_19; vec2 offset_20; float h_21; vec4 tmpvar_22; tmpvar_22 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_23; tmpvar_23 = tmpvar_22.w; h_21 = tmpvar_23; vec2 tmpvar_24; tmpvar_24 = ParallaxOffset (h_21, _Parallax, IN_14.viewDir); vec2 tmpvar_25; tmpvar_25 = tmpvar_24; offset_20 = tmpvar_25; vec2 tmpvar_26; tmpvar_26 = (IN_14.uv_MainTex + offset_20); IN_14.uv_MainTex = tmpvar_26; vec2 tmpvar_27; tmpvar_27 = (IN_14.uv_BumpMap + offset_20); IN_14.uv_BumpMap = tmpvar_27; vec4 tmpvar_28; tmpvar_28 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_29; tmpvar_29 = tmpvar_28; tex_19 = tmpvar_29; vec4 tmpvar_30; tmpvar_30 = (tex_19 * _Color); c_18 = tmpvar_30; vec3 tmpvar_31; tmpvar_31 = c_18.xyz; o_15.Albedo = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_33; tmpvar_33 = UnpackNormal (tmpvar_32); vec3 tmpvar_34; tmpvar_34 = tmpvar_33.xyz; vec3 tmpvar_35; tmpvar_35 = tmpvar_34; o_15.Normal = tmpvar_35; vec3 tmpvar_36; tmpvar_36 = IN_14.worldRefl; worldRefl_17 = tmpvar_36; vec4 tmpvar_37; tmpvar_37 = textureCube (_Cube, worldRefl_17); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; reflcol_16 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = (reflcol_16 * tex_19.w); reflcol_16 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = (reflcol_16.xyz * _ReflectColor.xyz); o_15.Emission = tmpvar_40; float tmpvar_41; tmpvar_41 = (reflcol_16.w * _ReflectColor.w); o_15.Alpha = tmpvar_41; } float UnitySpotCookie ( in vec4 LightCoord_42 ) { vec4 tmpvar_43; tmpvar_43 = texture2D (_LightTexture0, ((LightCoord_42.xy / LightCoord_42.w) + 0.5)); return tmpvar_43.w; } float UnitySpotAttenuate ( in vec3 LightCoord_44 ) { float tmpvar_45; tmpvar_45 = dot (LightCoord_44, LightCoord_44); vec2 tmpvar_46; tmpvar_46 = vec2(tmpvar_45); vec2 tmpvar_47; tmpvar_47 = tmpvar_46.xy; vec4 tmpvar_48; tmpvar_48 = texture2D (_LightTextureB0, tmpvar_47); return tmpvar_48.w; } vec4 LightingLambert ( in SurfaceOutput s_49, in vec3 lightDir_50, in float atten_51 ) { vec4 c_52; float diff_53; float tmpvar_54; tmpvar_54 = dot (s_49.Normal, lightDir_50); float tmpvar_55; tmpvar_55 = max (0.0, tmpvar_54); float tmpvar_56; tmpvar_56 = tmpvar_55; diff_53 = tmpvar_56; vec3 tmpvar_57; tmpvar_57 = ((s_49.Albedo * _LightColor0.xyz) * ((diff_53 * atten_51) * 2.0)); c_52.xyz = tmpvar_57.xyz.xyz; float tmpvar_58; tmpvar_58 = s_49.Alpha; c_52.w = vec4(tmpvar_58).w; return c_52; } vec4 frag_surf ( in v2f_surf IN_59 ) { vec4 c_60; vec3 lightDir_61; SurfaceOutput o_62; Input surfIN_63; vec2 tmpvar_64; tmpvar_64 = IN_59.hip_pack0.xy; surfIN_63.uv_MainTex = tmpvar_64; vec2 tmpvar_65; tmpvar_65 = IN_59.hip_pack0.zw; surfIN_63.uv_BumpMap = tmpvar_65; vec3 tmpvar_66; tmpvar_66 = IN_59.viewDir; surfIN_63.viewDir = tmpvar_66; vec3 tmpvar_67; tmpvar_67 = vec3(0.0, 0.0, 0.0); o_62.Albedo = tmpvar_67; vec3 tmpvar_68; tmpvar_68 = vec3(0.0, 0.0, 0.0); o_62.Emission = tmpvar_68; float tmpvar_69; tmpvar_69 = 0.0; o_62.Specular = tmpvar_69; float tmpvar_70; tmpvar_70 = 0.0; o_62.Alpha = tmpvar_70; float tmpvar_71; tmpvar_71 = 0.0; o_62.Gloss = tmpvar_71; surf (surfIN_63, o_62); vec3 tmpvar_72; tmpvar_72 = IN_59.lightDir; lightDir_61 = tmpvar_72; vec3 tmpvar_73; tmpvar_73 = normalize (lightDir_61); vec3 tmpvar_74; tmpvar_74 = tmpvar_73; lightDir_61 = tmpvar_74; float tmpvar_75; tmpvar_75 = UnitySpotCookie (IN_59._LightCoord); float tmpvar_76; tmpvar_76 = UnitySpotAttenuate (IN_59._LightCoord.xyz); vec4 tmpvar_77; tmpvar_77 = LightingLambert (o_62, lightDir_61, ((float((IN_59._LightCoord.z > 0.0)) * tmpvar_75) * tmpvar_76)); vec4 tmpvar_78; tmpvar_78 = tmpvar_77; c_60 = tmpvar_78; float tmpvar_79; tmpvar_79 = 0.0; c_60.w = vec4(tmpvar_79).w; return c_60; } void main () { v2f_surf xlt_IN_80; vec4 xl_retval_81; vec4 tmpvar_82; tmpvar_82 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_80.pos = tmpvar_82; float tmpvar_83; tmpvar_83 = xlv_FOG.x; xlt_IN_80.fog = tmpvar_83; vec4 tmpvar_84; tmpvar_84 = gl_TexCoord[0].xyzw; vec4 tmpvar_85; tmpvar_85 = tmpvar_84; xlt_IN_80.hip_pack0 = tmpvar_85; vec3 tmpvar_86; tmpvar_86 = gl_TexCoord[1].xyz; vec3 tmpvar_87; tmpvar_87 = tmpvar_86; xlt_IN_80.viewDir = tmpvar_87; vec3 tmpvar_88; tmpvar_88 = gl_TexCoord[2].xyz; vec3 tmpvar_89; tmpvar_89 = tmpvar_88; xlt_IN_80.lightDir = tmpvar_89; vec4 tmpvar_90; tmpvar_90 = gl_TexCoord[3].xyzw; vec4 tmpvar_91; tmpvar_91 = tmpvar_90; xlt_IN_80._LightCoord = tmpvar_91; vec4 tmpvar_92; tmpvar_92 = frag_surf (xlt_IN_80); vec4 tmpvar_93; tmpvar_93 = tmpvar_92; xl_retval_81 = tmpvar_93; vec4 tmpvar_94; tmpvar_94 = xl_retval_81.xyzw; vec4 tmpvar_95; tmpvar_95 = tmpvar_94; gl_FragData[0] = tmpvar_95; }