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; vec4 hip_pack0; vec3 lightDir; vec3 viewDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; 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; } void surf ( in Input IN_6, inout SurfaceOutput o_7 ) { vec4 tex_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; tex_8 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = (tex_8.xyz * _Color.xyz); o_7.Albedo = tmpvar_11; float tmpvar_12; tmpvar_12 = tex_8.w; o_7.Gloss = tmpvar_12; float tmpvar_13; tmpvar_13 = (tex_8.w * _Color.w); o_7.Alpha = tmpvar_13; float tmpvar_14; tmpvar_14 = _Shininess; o_7.Specular = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = texture2D (_BumpMap, IN_6.uv_BumpMap); vec4 tmpvar_16; tmpvar_16 = UnpackNormal (tmpvar_15); vec3 tmpvar_17; tmpvar_17 = tmpvar_16.xyz; vec3 tmpvar_18; tmpvar_18 = tmpvar_17; o_7.Normal = tmpvar_18; } vec4 LightingBlinnPhong ( in SurfaceOutput s_19, in vec3 lightDir_20, in vec3 viewDir_21, in float atten_22 ) { vec4 c_23; float spec_24; float nh_25; float diff_26; vec3 h_27; vec3 tmpvar_28; tmpvar_28 = normalize ((lightDir_20 + viewDir_21)); vec3 tmpvar_29; tmpvar_29 = tmpvar_28; h_27 = tmpvar_29; float tmpvar_30; tmpvar_30 = dot (s_19.Normal, lightDir_20); float tmpvar_31; tmpvar_31 = max (0.0, tmpvar_30); float tmpvar_32; tmpvar_32 = tmpvar_31; diff_26 = tmpvar_32; float tmpvar_33; tmpvar_33 = dot (s_19.Normal, h_27); float tmpvar_34; tmpvar_34 = max (0.0, tmpvar_33); float tmpvar_35; tmpvar_35 = tmpvar_34; nh_25 = tmpvar_35; float tmpvar_36; tmpvar_36 = pow (nh_25, (s_19.Specular * 128.0)); float tmpvar_37; tmpvar_37 = (tmpvar_36 * s_19.Gloss); spec_24 = tmpvar_37; vec3 tmpvar_38; tmpvar_38 = ((((s_19.Albedo * _LightColor0.xyz) * diff_26) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_24)) * (atten_22 * 2.0)); c_23.xyz = tmpvar_38.xyz.xyz; float tmpvar_39; tmpvar_39 = (s_19.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_24) * atten_22)); c_23.w = vec4(tmpvar_39).w; return c_23; } vec4 frag_surf ( in v2f_surf IN_40 ) { vec4 c_41; vec3 lightDir_42; SurfaceOutput o_43; Input surfIN_44; vec2 tmpvar_45; tmpvar_45 = IN_40.hip_pack0.xy; surfIN_44.uv_MainTex = tmpvar_45; vec2 tmpvar_46; tmpvar_46 = IN_40.hip_pack0.zw; surfIN_44.uv_BumpMap = tmpvar_46; vec3 tmpvar_47; tmpvar_47 = vec3(0.0, 0.0, 0.0); o_43.Albedo = tmpvar_47; vec3 tmpvar_48; tmpvar_48 = vec3(0.0, 0.0, 0.0); o_43.Emission = tmpvar_48; float tmpvar_49; tmpvar_49 = 0.0; o_43.Specular = tmpvar_49; float tmpvar_50; tmpvar_50 = 0.0; o_43.Alpha = tmpvar_50; float tmpvar_51; tmpvar_51 = 0.0; o_43.Gloss = tmpvar_51; surf (surfIN_44, o_43); vec3 tmpvar_52; tmpvar_52 = IN_40.lightDir; lightDir_42 = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = normalize (lightDir_42); vec3 tmpvar_54; tmpvar_54 = tmpvar_53; lightDir_42 = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = IN_40.viewDir.xyz; vec3 tmpvar_56; tmpvar_56 = normalize (tmpvar_55); float tmpvar_57; tmpvar_57 = dot (IN_40._LightCoord, IN_40._LightCoord); vec2 tmpvar_58; tmpvar_58 = vec2(tmpvar_57); vec2 tmpvar_59; tmpvar_59 = tmpvar_58.xy; vec4 tmpvar_60; tmpvar_60 = texture2D (_LightTextureB0, tmpvar_59); vec4 tmpvar_61; tmpvar_61 = textureCube (_LightTexture0, IN_40._LightCoord); vec4 tmpvar_62; tmpvar_62 = LightingBlinnPhong (o_43, lightDir_42, tmpvar_56, (tmpvar_60.w * tmpvar_61.w)); vec4 tmpvar_63; tmpvar_63 = tmpvar_62; c_41 = tmpvar_63; float tmpvar_64; tmpvar_64 = o_43.Alpha; c_41.w = vec4(tmpvar_64).w; return c_41; } void main () { v2f_surf xlt_IN_65; vec4 xl_retval_66; vec4 tmpvar_67; tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_65.pos = tmpvar_67; float tmpvar_68; tmpvar_68 = xlv_FOG.x; xlt_IN_65.fog = tmpvar_68; vec4 tmpvar_69; tmpvar_69 = gl_TexCoord[0].xyzw; vec4 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_IN_65.hip_pack0 = tmpvar_70; vec3 tmpvar_71; tmpvar_71 = gl_TexCoord[1].xyz; vec3 tmpvar_72; tmpvar_72 = tmpvar_71; xlt_IN_65.lightDir = tmpvar_72; vec3 tmpvar_73; tmpvar_73 = gl_TexCoord[2].xyz; vec3 tmpvar_74; tmpvar_74 = tmpvar_73; xlt_IN_65.viewDir = tmpvar_74; vec3 tmpvar_75; tmpvar_75 = gl_TexCoord[3].xyz; vec3 tmpvar_76; tmpvar_76 = tmpvar_75; xlt_IN_65._LightCoord = tmpvar_76; vec4 tmpvar_77; tmpvar_77 = frag_surf (xlt_IN_65); vec4 tmpvar_78; tmpvar_78 = tmpvar_77; xl_retval_66 = tmpvar_78; vec4 tmpvar_79; tmpvar_79 = xl_retval_66.xyzw; vec4 tmpvar_80; tmpvar_80 = tmpvar_79; gl_FragData[0] = tmpvar_80; }