struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform sampler2D _Illum; 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 c_16; vec4 tex_17; vec2 offset_18; float h_19; vec4 tmpvar_20; tmpvar_20 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_21; tmpvar_21 = tmpvar_20.w; h_19 = tmpvar_21; vec2 tmpvar_22; tmpvar_22 = ParallaxOffset (h_19, _Parallax, IN_14.viewDir); vec2 tmpvar_23; tmpvar_23 = tmpvar_22; offset_18 = tmpvar_23; vec2 tmpvar_24; tmpvar_24 = (IN_14.uv_MainTex + offset_18); IN_14.uv_MainTex = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = (IN_14.uv_BumpMap + offset_18); IN_14.uv_BumpMap = tmpvar_25; vec2 tmpvar_26; tmpvar_26 = (IN_14.uv_Illum + offset_18); IN_14.uv_Illum = tmpvar_26; vec4 tmpvar_27; tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_28; tmpvar_28 = tmpvar_27; tex_17 = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = (tex_17 * _Color); c_16 = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = c_16.xyz; o_15.Albedo = tmpvar_30; float tmpvar_31; tmpvar_31 = tex_17.w; o_15.Gloss = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = texture2D (_Illum, IN_14.uv_Illum); vec3 tmpvar_33; tmpvar_33 = (c_16.xyz * tmpvar_32.w); o_15.Emission = tmpvar_33; float tmpvar_34; tmpvar_34 = _Shininess; o_15.Specular = tmpvar_34; float tmpvar_35; tmpvar_35 = c_16.w; o_15.Alpha = tmpvar_35; vec4 tmpvar_36; tmpvar_36 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_37; tmpvar_37 = UnpackNormal (tmpvar_36); vec3 tmpvar_38; tmpvar_38 = tmpvar_37.xyz; vec3 tmpvar_39; tmpvar_39 = tmpvar_38; o_15.Normal = tmpvar_39; } vec4 LightingBlinnPhong ( in SurfaceOutput s_40, in vec3 lightDir_41, in vec3 viewDir_42, in float atten_43 ) { vec4 c_44; float spec_45; float nh_46; float diff_47; vec3 h_48; vec3 tmpvar_49; tmpvar_49 = normalize ((lightDir_41 + viewDir_42)); vec3 tmpvar_50; tmpvar_50 = tmpvar_49; h_48 = tmpvar_50; float tmpvar_51; tmpvar_51 = dot (s_40.Normal, lightDir_41); float tmpvar_52; tmpvar_52 = max (0.0, tmpvar_51); float tmpvar_53; tmpvar_53 = tmpvar_52; diff_47 = tmpvar_53; float tmpvar_54; tmpvar_54 = dot (s_40.Normal, h_48); float tmpvar_55; tmpvar_55 = max (0.0, tmpvar_54); float tmpvar_56; tmpvar_56 = tmpvar_55; nh_46 = tmpvar_56; float tmpvar_57; tmpvar_57 = pow (nh_46, (s_40.Specular * 128.0)); float tmpvar_58; tmpvar_58 = (tmpvar_57 * s_40.Gloss); spec_45 = tmpvar_58; vec3 tmpvar_59; tmpvar_59 = ((((s_40.Albedo * _LightColor0.xyz) * diff_47) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_45)) * (atten_43 * 2.0)); c_44.xyz = tmpvar_59.xyz.xyz; float tmpvar_60; tmpvar_60 = (s_40.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_45) * atten_43)); c_44.w = vec4(tmpvar_60).w; return c_44; } vec4 frag_surf ( in v2f_surf IN_61 ) { vec4 c_62; vec3 lightDir_63; SurfaceOutput o_64; Input surfIN_65; vec2 tmpvar_66; tmpvar_66 = IN_61.hip_pack0.xy; surfIN_65.uv_MainTex = tmpvar_66; vec2 tmpvar_67; tmpvar_67 = IN_61.hip_pack0.zw; surfIN_65.uv_BumpMap = tmpvar_67; vec3 tmpvar_68; tmpvar_68 = IN_61.viewDir; surfIN_65.viewDir = tmpvar_68; vec3 tmpvar_69; tmpvar_69 = vec3(0.0, 0.0, 0.0); o_64.Albedo = tmpvar_69; vec3 tmpvar_70; tmpvar_70 = vec3(0.0, 0.0, 0.0); o_64.Emission = tmpvar_70; float tmpvar_71; tmpvar_71 = 0.0; o_64.Specular = tmpvar_71; float tmpvar_72; tmpvar_72 = 0.0; o_64.Alpha = tmpvar_72; float tmpvar_73; tmpvar_73 = 0.0; o_64.Gloss = tmpvar_73; surf (surfIN_65, o_64); vec3 tmpvar_74; tmpvar_74 = IN_61.lightDir; lightDir_63 = tmpvar_74; vec3 tmpvar_75; tmpvar_75 = normalize (lightDir_63); vec3 tmpvar_76; tmpvar_76 = tmpvar_75; lightDir_63 = tmpvar_76; vec3 tmpvar_77; tmpvar_77 = IN_61.viewDir.xyz; vec3 tmpvar_78; tmpvar_78 = normalize (tmpvar_77); float tmpvar_79; tmpvar_79 = dot (IN_61._LightCoord, IN_61._LightCoord); vec2 tmpvar_80; tmpvar_80 = vec2(tmpvar_79); vec2 tmpvar_81; tmpvar_81 = tmpvar_80.xy; vec4 tmpvar_82; tmpvar_82 = texture2D (_LightTexture0, tmpvar_81); vec4 tmpvar_83; tmpvar_83 = LightingBlinnPhong (o_64, lightDir_63, tmpvar_78, tmpvar_82.w); vec4 tmpvar_84; tmpvar_84 = tmpvar_83; c_62 = tmpvar_84; float tmpvar_85; tmpvar_85 = 0.0; c_62.w = vec4(tmpvar_85).w; return c_62; } void main () { v2f_surf xlt_IN_86; vec4 xl_retval_87; vec4 tmpvar_88; tmpvar_88 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_86.pos = tmpvar_88; float tmpvar_89; tmpvar_89 = xlv_FOG.x; xlt_IN_86.fog = tmpvar_89; vec4 tmpvar_90; tmpvar_90 = gl_TexCoord[0].xyzw; vec4 tmpvar_91; tmpvar_91 = tmpvar_90; xlt_IN_86.hip_pack0 = tmpvar_91; vec3 tmpvar_92; tmpvar_92 = gl_TexCoord[1].xyz; vec3 tmpvar_93; tmpvar_93 = tmpvar_92; xlt_IN_86.viewDir = tmpvar_93; vec3 tmpvar_94; tmpvar_94 = gl_TexCoord[2].xyz; vec3 tmpvar_95; tmpvar_95 = tmpvar_94; xlt_IN_86.lightDir = tmpvar_95; vec3 tmpvar_96; tmpvar_96 = gl_TexCoord[3].xyz; vec3 tmpvar_97; tmpvar_97 = tmpvar_96; xlt_IN_86._LightCoord = tmpvar_97; vec4 tmpvar_98; tmpvar_98 = frag_surf (xlt_IN_86); vec4 tmpvar_99; tmpvar_99 = tmpvar_98; xl_retval_87 = tmpvar_99; vec4 tmpvar_100; tmpvar_100 = xl_retval_87.xyzw; vec4 tmpvar_101; tmpvar_101 = tmpvar_100; gl_FragData[0] = tmpvar_101; }