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; }; uniform sampler2D _TranslucencyMap; uniform sampler2D _MainTex; uniform sampler2D _BumpSpecMap; vec4 UnpackNormal ( in vec4 packednormal ) { vec4 normal; vec2 tmpvar_1; tmpvar_1 = ((packednormal.wy * 2.0) - 1.0); normal.xy = tmpvar_1.xy.xy; float tmpvar_2; tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); float tmpvar_3; tmpvar_3 = tmpvar_2; normal.z = vec3(tmpvar_3).z; return normal; } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 norspc; vec4 trngls; vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_2; tmpvar_2 = tmpvar_1; c = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (c.xyz * IN.color.xyz); o.Albedo = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_TranslucencyMap, IN.uv_MainTex); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; trngls = tmpvar_5; float tmpvar_6; tmpvar_6 = trngls.w; o.Gloss = tmpvar_6; float tmpvar_7; tmpvar_7 = IN.color.w; o.Alpha = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = texture2D (_BumpSpecMap, IN.uv_MainTex); vec4 tmpvar_9; tmpvar_9 = tmpvar_8; norspc = tmpvar_9; float tmpvar_10; tmpvar_10 = norspc.x; o.Specular = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = UnpackNormal (norspc); vec3 tmpvar_12; tmpvar_12 = tmpvar_11.xyz; vec3 tmpvar_13; tmpvar_13 = tmpvar_12; o.Normal = tmpvar_13; } vec4 frag_surf ( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec3 tmpvar_1; tmpvar_1 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_2; float tmpvar_3; tmpvar_3 = 0.0; o.Specular = tmpvar_3; float tmpvar_4; tmpvar_4 = 0.0; o.Alpha = tmpvar_4; float tmpvar_5; tmpvar_5 = 0.0; o.Gloss = tmpvar_5; surf (surfIN, o); return vec4(0.0, 0.0, 0.0, 0.0); } 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; vec4 tmpvar_2; tmpvar_2 = frag_surf (xlt_IN); vec4 tmpvar_3; tmpvar_3 = tmpvar_2; xl_retval = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = xl_retval.xyzw; vec4 tmpvar_5; tmpvar_5 = tmpvar_4; gl_FragData[0] = tmpvar_5; }