struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; vec3 hip_lmapFade; }; varying vec4 xlv_FOG; uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Illum; uniform vec4 _Color; float xll_saturate ( in float x_1 ) { float tmpvar_2; tmpvar_2 = clamp (x_1, 0.0, 1.0); return tmpvar_2; } vec2 xll_saturate ( in vec2 x_3 ) { vec2 tmpvar_4; tmpvar_4 = clamp (x_3, 0.0, 1.0); return tmpvar_4; } vec3 xll_saturate ( in vec3 x_5 ) { vec3 tmpvar_6; tmpvar_6 = clamp (x_5, 0.0, 1.0); return tmpvar_6; } vec4 xll_saturate ( in vec4 x_7 ) { vec4 tmpvar_8; tmpvar_8 = clamp (x_7, 0.0, 1.0); return tmpvar_8; } mat2 xll_saturate ( in mat2 m_9 ) { vec2 tmpvar_10; tmpvar_10 = clamp (m_9[0], 0.0, 1.0); vec2 tmpvar_11; tmpvar_11 = clamp (m_9[1], 0.0, 1.0); mat2 tmpvar_12; vec2 tmpvar_13; tmpvar_13 = tmpvar_10; tmpvar_12[0] = tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_12[1] = tmpvar_14; return tmpvar_12; } mat3 xll_saturate ( in mat3 m_15 ) { vec3 tmpvar_16; tmpvar_16 = clamp (m_15[0], 0.0, 1.0); vec3 tmpvar_17; tmpvar_17 = clamp (m_15[1], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_15[2], 0.0, 1.0); mat3 tmpvar_19; vec3 tmpvar_20; tmpvar_20 = tmpvar_16; tmpvar_19[0] = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_19[1] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_19[2] = tmpvar_22; return tmpvar_19; } mat4 xll_saturate ( in mat4 m_23 ) { vec4 tmpvar_24; tmpvar_24 = clamp (m_23[0], 0.0, 1.0); vec4 tmpvar_25; tmpvar_25 = clamp (m_23[1], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_23[2], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_23[3], 0.0, 1.0); mat4 tmpvar_28; vec4 tmpvar_29; tmpvar_29 = tmpvar_24; tmpvar_28[0] = tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_28[1] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_28[2] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_28[3] = tmpvar_32; return tmpvar_28; } void surf ( in Input IN_33, inout SurfaceOutput o_34 ) { vec4 c_35; vec4 tex_36; vec4 tmpvar_37; tmpvar_37 = texture2D (_MainTex, IN_33.uv_MainTex); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; tex_36 = tmpvar_38; vec4 tmpvar_39; tmpvar_39 = (tex_36 * _Color); c_35 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = c_35.xyz; o_34.Albedo = tmpvar_40; vec4 tmpvar_41; tmpvar_41 = texture2D (_Illum, IN_33.uv_Illum); vec3 tmpvar_42; tmpvar_42 = (c_35.xyz * tmpvar_41.w); o_34.Emission = tmpvar_42; float tmpvar_43; tmpvar_43 = tex_36.w; o_34.Gloss = tmpvar_43; float tmpvar_44; tmpvar_44 = c_35.w; o_34.Alpha = tmpvar_44; float tmpvar_45; tmpvar_45 = _Shininess; o_34.Specular = tmpvar_45; } vec4 LightingBlinnPhong_PrePass ( in SurfaceOutput s_46, in vec4 light_47 ) { vec4 c_48; float spec_49; float tmpvar_50; tmpvar_50 = (light_47.w * s_46.Gloss); spec_49 = tmpvar_50; vec3 tmpvar_51; tmpvar_51 = ((s_46.Albedo * light_47.xyz) + ((light_47.xyz * _SpecColor.xyz) * spec_49)); c_48.xyz = tmpvar_51.xyz.xyz; float tmpvar_52; tmpvar_52 = (s_46.Alpha + (spec_49 * _SpecColor.w)); c_48.w = vec4(tmpvar_52).w; return c_48; } vec3 DecodeLightmap ( in vec4 color_53 ) { return (2.0 * color_53.xyz); } vec4 frag_surf ( in v2f_surf IN_54 ) { vec4 col_55; vec3 lm_56; vec3 lmIndirect_57; vec3 lmFull_58; vec4 light_59; SurfaceOutput o_60; Input surfIN_61; vec2 tmpvar_62; tmpvar_62 = IN_54.hip_pack0.xy; surfIN_61.uv_MainTex = tmpvar_62; vec2 tmpvar_63; tmpvar_63 = IN_54.hip_pack0.zw; surfIN_61.uv_Illum = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = vec3(0.0, 0.0, 0.0); o_60.Albedo = tmpvar_64; vec3 tmpvar_65; tmpvar_65 = vec3(0.0, 0.0, 0.0); o_60.Emission = tmpvar_65; float tmpvar_66; tmpvar_66 = 0.0; o_60.Specular = tmpvar_66; float tmpvar_67; tmpvar_67 = 0.0; o_60.Alpha = tmpvar_67; float tmpvar_68; tmpvar_68 = 0.0; o_60.Gloss = tmpvar_68; surf (surfIN_61, o_60); vec4 tmpvar_69; tmpvar_69 = texture2DProj (_LightBuffer, IN_54.hip_screen); vec4 tmpvar_70; tmpvar_70 = tmpvar_69; light_59 = tmpvar_70; vec4 tmpvar_71; tmpvar_71 = log2 (light_59); vec4 tmpvar_72; tmpvar_72 = -(tmpvar_71); light_59 = tmpvar_72; vec4 tmpvar_73; tmpvar_73 = texture2D (unity_Lightmap, IN_54.hip_lmapFade.xy); vec3 tmpvar_74; tmpvar_74 = DecodeLightmap (tmpvar_73); vec3 tmpvar_75; tmpvar_75 = tmpvar_74; lmFull_58 = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = texture2D (unity_LightmapInd, IN_54.hip_lmapFade.xy); vec3 tmpvar_77; tmpvar_77 = DecodeLightmap (tmpvar_76); vec3 tmpvar_78; tmpvar_78 = tmpvar_77; lmIndirect_57 = tmpvar_78; float tmpvar_79; tmpvar_79 = xll_saturate (IN_54.hip_lmapFade.z); vec3 tmpvar_80; tmpvar_80 = vec3(tmpvar_79); vec3 tmpvar_81; tmpvar_81 = mix (lmIndirect_57, lmFull_58, tmpvar_80); vec3 tmpvar_82; tmpvar_82 = tmpvar_81; lm_56 = tmpvar_82; vec3 tmpvar_83; tmpvar_83 = (light_59.xyz + lm_56); light_59.xyz = tmpvar_83.xyz.xyz; vec4 tmpvar_84; tmpvar_84 = LightingBlinnPhong_PrePass (o_60, light_59); vec4 tmpvar_85; tmpvar_85 = tmpvar_84; col_55 = tmpvar_85; vec3 tmpvar_86; tmpvar_86 = (col_55.xyz + o_60.Emission); col_55.xyz = tmpvar_86.xyz.xyz; return col_55; } void main () { v2f_surf xlt_IN_87; vec4 xl_retval_88; vec4 tmpvar_89; tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_87.pos = tmpvar_89; float tmpvar_90; tmpvar_90 = xlv_FOG.x; xlt_IN_87.fog = tmpvar_90; vec4 tmpvar_91; tmpvar_91 = gl_TexCoord[0].xyzw; vec4 tmpvar_92; tmpvar_92 = tmpvar_91; xlt_IN_87.hip_pack0 = tmpvar_92; vec4 tmpvar_93; tmpvar_93 = gl_TexCoord[1].xyzw; vec4 tmpvar_94; tmpvar_94 = tmpvar_93; xlt_IN_87.hip_screen = tmpvar_94; vec3 tmpvar_95; tmpvar_95 = gl_TexCoord[2].xyz; vec3 tmpvar_96; tmpvar_96 = tmpvar_95; xlt_IN_87.hip_lmapFade = tmpvar_96; vec4 tmpvar_97; tmpvar_97 = frag_surf (xlt_IN_87); vec4 tmpvar_98; tmpvar_98 = tmpvar_97; xl_retval_88 = tmpvar_98; vec4 tmpvar_99; tmpvar_99 = xl_retval_88.xyzw; vec4 tmpvar_100; tmpvar_100 = tmpvar_99; gl_FragData[0] = tmpvar_100; }