struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 normal; vec3 vlight; vec4 _ShadowCoord; }; varying vec4 xlv_FOG; uniform vec4 _WorldSpaceLightPos0; uniform sampler2D _ShadowMapTexture; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform float _Cutoff; void xll_clip ( in float x ) { if ((x < 0.0)) { discard; }; } float unitySampleShadow ( in vec4 shadowCoord ) { float shadow; vec4 tmpvar_1; tmpvar_1 = texture2DProj (_ShadowMapTexture, shadowCoord); float tmpvar_2; tmpvar_2 = tmpvar_1.x; shadow = tmpvar_2; return shadow; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 * IN.color); c = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = c.xyz; o.Albedo = tmpvar_3; float tmpvar_4; tmpvar_4 = c.w; o.Alpha = tmpvar_4; } vec4 LightingLambert ( in SurfaceOutput s, in vec3 lightDir, in float atten ) { vec4 c; float diff; float tmpvar_1; tmpvar_1 = dot (s.Normal, lightDir); float tmpvar_2; tmpvar_2 = max (0.0, tmpvar_1); float tmpvar_3; tmpvar_3 = tmpvar_2; diff = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); c.xyz = tmpvar_4.xyz.xyz; float tmpvar_5; tmpvar_5 = s.Alpha; c.w = vec4(tmpvar_5).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 c; float atten; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec4 tmpvar_2; tmpvar_2 = IN.lop_color; surfIN.color = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Specular = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Alpha = tmpvar_6; float tmpvar_7; tmpvar_7 = 0.0; o.Gloss = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = IN.normal; o.Normal = tmpvar_8; surf (surfIN, o); xll_clip ((o.Alpha - _Cutoff)); float tmpvar_9; tmpvar_9 = unitySampleShadow (IN._ShadowCoord); float tmpvar_10; tmpvar_10 = tmpvar_9; atten = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = LightingLambert (o, _WorldSpaceLightPos0.xyz, atten); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; c = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = (c.xyz + (o.Albedo * IN.vlight)); c.xyz = tmpvar_13.xyz.xyz; float tmpvar_14; tmpvar_14 = o.Alpha; c.w = vec4(tmpvar_14).w; return c; } void main () { v2f_surf xlt_IN; vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN.pos = tmpvar_1; float tmpvar_2; tmpvar_2 = xlv_FOG.x; xlt_IN.fog = tmpvar_2; vec2 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xy; vec2 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.hip_pack0 = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = gl_Color.xyzw; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.lop_color = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[1].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.normal = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = gl_TexCoord[2].xyz; vec3 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_IN.vlight = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = gl_TexCoord[3].xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_IN._ShadowCoord = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = frag_surf (xlt_IN); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = xl_retval.xyzw; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_FragData[0] = tmpvar_16; }