struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 hip_screen; }; varying vec4 xlv_FOG; uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } vec4 UnpackNormal ( in vec4 packednormal_2 ) { vec4 normal_3; vec2 tmpvar_4; tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0); normal_3.xy = tmpvar_4.xy.xy; float tmpvar_5; tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y))); float tmpvar_6; tmpvar_6 = tmpvar_5; normal_3.z = vec3(tmpvar_6).z; return normal_3; } void surf ( in Input IN_7, inout SurfaceOutput o_8 ) { vec4 c_9; vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex); vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * _Color); c_9 = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = c_9.xyz; o_8.Albedo = tmpvar_12; float tmpvar_13; tmpvar_13 = c_9.w; o_8.Alpha = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = texture2D (_BumpMap, IN_7.uv_BumpMap); vec4 tmpvar_15; tmpvar_15 = UnpackNormal (tmpvar_14); vec3 tmpvar_16; tmpvar_16 = tmpvar_15.xyz; vec3 tmpvar_17; tmpvar_17 = tmpvar_16; o_8.Normal = tmpvar_17; } vec4 LightingLambert_PrePass ( in SurfaceOutput s_18, in vec4 light_19 ) { vec4 c_20; vec3 tmpvar_21; tmpvar_21 = (s_18.Albedo * light_19.xyz); c_20.xyz = tmpvar_21.xyz.xyz; float tmpvar_22; tmpvar_22 = s_18.Alpha; c_20.w = vec4(tmpvar_22).w; return c_20; } vec4 frag_surf ( in v2f_surf IN_23 ) { vec4 col_24; vec4 light_25; SurfaceOutput o_26; Input surfIN_27; vec2 tmpvar_28; tmpvar_28 = IN_23.hip_pack0.xy; surfIN_27.uv_MainTex = tmpvar_28; vec3 tmpvar_29; tmpvar_29 = vec3(0.0, 0.0, 0.0); o_26.Albedo = tmpvar_29; vec3 tmpvar_30; tmpvar_30 = vec3(0.0, 0.0, 0.0); o_26.Emission = tmpvar_30; float tmpvar_31; tmpvar_31 = 0.0; o_26.Specular = tmpvar_31; float tmpvar_32; tmpvar_32 = 0.0; o_26.Alpha = tmpvar_32; float tmpvar_33; tmpvar_33 = 0.0; o_26.Gloss = tmpvar_33; surf (surfIN_27, o_26); xll_clip ((o_26.Alpha - _Cutoff)); vec4 tmpvar_34; tmpvar_34 = texture2DProj (_LightBuffer, IN_23.hip_screen); vec4 tmpvar_35; tmpvar_35 = tmpvar_34; light_25 = tmpvar_35; vec4 tmpvar_36; tmpvar_36 = log2 (light_25); vec4 tmpvar_37; tmpvar_37 = -(tmpvar_36); light_25 = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = (light_25.xyz + unity_Ambient.xyz); light_25.xyz = tmpvar_38.xyz.xyz; vec4 tmpvar_39; tmpvar_39 = LightingLambert_PrePass (o_26, light_25); vec4 tmpvar_40; tmpvar_40 = tmpvar_39; col_24 = tmpvar_40; return col_24; } void main () { v2f_surf xlt_IN_41; vec4 xl_retval_42; vec4 tmpvar_43; tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_41.pos = tmpvar_43; float tmpvar_44; tmpvar_44 = xlv_FOG.x; xlt_IN_41.fog = tmpvar_44; vec2 tmpvar_45; tmpvar_45 = gl_TexCoord[0].xy; vec2 tmpvar_46; tmpvar_46 = tmpvar_45; xlt_IN_41.hip_pack0 = tmpvar_46; vec4 tmpvar_47; tmpvar_47 = gl_TexCoord[1].xyzw; vec4 tmpvar_48; tmpvar_48 = tmpvar_47; xlt_IN_41.hip_screen = tmpvar_48; vec4 tmpvar_49; tmpvar_49 = frag_surf (xlt_IN_41); vec4 tmpvar_50; tmpvar_50 = tmpvar_49; xl_retval_42 = tmpvar_50; vec4 tmpvar_51; tmpvar_51 = xl_retval_42.xyzw; vec4 tmpvar_52; tmpvar_52 = tmpvar_51; gl_FragData[0] = tmpvar_52; }