struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec3 worldRefl; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform vec4 _SpecColor; uniform float _Shininess; uniform vec4 _ReflectColor; uniform sampler2D _ParallaxMap; uniform float _Parallax; uniform sampler2D _MainTex; uniform sampler2D _LightTexture0; uniform vec4 _LightColor0; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; 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; } vec2 ParallaxOffset ( in float h, in float height, in vec3 viewDir ) { vec3 v; float tmpvar_1; tmpvar_1 = ((h * height) - (height / 2.0)); h = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = normalize (viewDir); vec3 tmpvar_3; tmpvar_3 = tmpvar_2; v = tmpvar_3; float tmpvar_4; tmpvar_4 = (v.z + 0.42); v.z = vec3(tmpvar_4).z; return (h * (v.xy / v.z)); } void surf ( in Input IN, inout SurfaceOutput o ) { vec4 reflcol; vec3 worldRefl; vec4 tex; vec2 offset; float h; vec4 tmpvar_1; tmpvar_1 = texture2D (_ParallaxMap, IN.uv_BumpMap); float tmpvar_2; tmpvar_2 = tmpvar_1.w; h = tmpvar_2; vec2 tmpvar_3; tmpvar_3 = ParallaxOffset (h, _Parallax, IN.viewDir); vec2 tmpvar_4; tmpvar_4 = tmpvar_3; offset = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = (IN.uv_MainTex + offset); IN.uv_MainTex = tmpvar_5; vec2 tmpvar_6; tmpvar_6 = (IN.uv_BumpMap + offset); IN.uv_BumpMap = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, IN.uv_MainTex); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; tex = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = (tex.xyz * _Color.xyz); o.Albedo = tmpvar_9; float tmpvar_10; tmpvar_10 = tex.w; o.Gloss = tmpvar_10; float tmpvar_11; tmpvar_11 = _Shininess; o.Specular = tmpvar_11; vec4 tmpvar_12; tmpvar_12 = texture2D (_BumpMap, IN.uv_BumpMap); vec4 tmpvar_13; tmpvar_13 = UnpackNormal (tmpvar_12); vec3 tmpvar_14; tmpvar_14 = tmpvar_13.xyz; vec3 tmpvar_15; tmpvar_15 = tmpvar_14; o.Normal = tmpvar_15; vec3 tmpvar_16; tmpvar_16 = IN.worldRefl; worldRefl = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = textureCube (_Cube, worldRefl); vec4 tmpvar_18; tmpvar_18 = tmpvar_17; reflcol = tmpvar_18; vec4 tmpvar_19; tmpvar_19 = (reflcol * tex.w); reflcol = tmpvar_19; vec3 tmpvar_20; tmpvar_20 = (reflcol.xyz * _ReflectColor.xyz); o.Emission = tmpvar_20; float tmpvar_21; tmpvar_21 = (reflcol.w * _ReflectColor.w); o.Alpha = tmpvar_21; } vec4 LightingBlinnPhong ( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) { vec4 c; float spec; float nh; float diff; vec3 h; vec3 tmpvar_1; tmpvar_1 = normalize ((lightDir + viewDir)); vec3 tmpvar_2; tmpvar_2 = tmpvar_1; h = tmpvar_2; float tmpvar_3; tmpvar_3 = dot (s.Normal, lightDir); float tmpvar_4; tmpvar_4 = max (0.0, tmpvar_3); float tmpvar_5; tmpvar_5 = tmpvar_4; diff = tmpvar_5; float tmpvar_6; tmpvar_6 = dot (s.Normal, h); float tmpvar_7; tmpvar_7 = max (0.0, tmpvar_6); float tmpvar_8; tmpvar_8 = tmpvar_7; nh = tmpvar_8; float tmpvar_9; tmpvar_9 = pow (nh, (s.Specular * 128.0)); float tmpvar_10; tmpvar_10 = (tmpvar_9 * s.Gloss); spec = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); c.xyz = tmpvar_11.xyz.xyz; float tmpvar_12; tmpvar_12 = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); c.w = vec4(tmpvar_12).w; return c; } vec4 frag_surf ( in v2f_surf IN ) { vec4 c; vec3 lightDir; SurfaceOutput o; Input surfIN; vec2 tmpvar_1; tmpvar_1 = IN.hip_pack0.xy; surfIN.uv_MainTex = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = IN.hip_pack0.zw; surfIN.uv_BumpMap = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = IN.viewDir; surfIN.viewDir = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = vec3(0.0, 0.0, 0.0); o.Albedo = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = vec3(0.0, 0.0, 0.0); o.Emission = tmpvar_5; float tmpvar_6; tmpvar_6 = 0.0; o.Specular = tmpvar_6; float tmpvar_7; tmpvar_7 = 0.0; o.Alpha = tmpvar_7; float tmpvar_8; tmpvar_8 = 0.0; o.Gloss = tmpvar_8; surf (surfIN, o); vec3 tmpvar_9; tmpvar_9 = IN.lightDir; lightDir = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = normalize (lightDir); vec3 tmpvar_11; tmpvar_11 = tmpvar_10; lightDir = tmpvar_11; vec3 tmpvar_12; tmpvar_12 = IN.viewDir.xyz; vec3 tmpvar_13; tmpvar_13 = normalize (tmpvar_12); float tmpvar_14; tmpvar_14 = dot (IN._LightCoord, IN._LightCoord); vec2 tmpvar_15; tmpvar_15 = vec2(tmpvar_14); vec2 tmpvar_16; tmpvar_16 = tmpvar_15.xy; vec4 tmpvar_17; tmpvar_17 = texture2D (_LightTexture0, tmpvar_16); vec4 tmpvar_18; tmpvar_18 = LightingBlinnPhong (o, lightDir, tmpvar_13, tmpvar_17.w); vec4 tmpvar_19; tmpvar_19 = tmpvar_18; c = tmpvar_19; float tmpvar_20; tmpvar_20 = 0.0; c.w = vec4(tmpvar_20).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; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xyzw; vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.hip_pack0 = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[1].xyz; vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.viewDir = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[2].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN.lightDir = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = gl_TexCoord[3].xyz; vec3 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_IN._LightCoord = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = frag_surf (xlt_IN); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xl_retval = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = xl_retval.xyzw; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; gl_FragData[0] = tmpvar_14; }