struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec4 screenPos; }; struct v2f_surf { vec4 pos; float fog; vec3 normal; vec3 lightDir; vec3 _LightCoord; }; varying vec4 xlv_FOG; uniform sampler2D _MainTex; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightColor0; void surf ( in Input IN, inout SurfaceOutput o ) { vec2 uv; vec2 tmpvar_1; tmpvar_1 = (IN.screenPos.xy / IN.screenPos.w); uv = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = (uv * vec2(2.0, 1.0)); uv = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = vec3(0.5, 0.5, 0.5); o.Albedo = tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, uv); vec3 tmpvar_5; tmpvar_5 = (tmpvar_4.xyz * 0.5); o.Emission = tmpvar_5; } 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; vec3 lightDir; 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; vec3 tmpvar_6; tmpvar_6 = IN.normal; o.Normal = tmpvar_6; surf (surfIN, o); vec3 tmpvar_7; tmpvar_7 = IN.lightDir; lightDir = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = normalize (lightDir); vec3 tmpvar_9; tmpvar_9 = tmpvar_8; lightDir = tmpvar_9; float tmpvar_10; tmpvar_10 = dot (IN._LightCoord, IN._LightCoord); vec2 tmpvar_11; tmpvar_11 = vec2(tmpvar_10); vec2 tmpvar_12; tmpvar_12 = tmpvar_11.xy; vec4 tmpvar_13; tmpvar_13 = texture2D (_LightTextureB0, tmpvar_12); vec4 tmpvar_14; tmpvar_14 = textureCube (_LightTexture0, IN._LightCoord); vec4 tmpvar_15; tmpvar_15 = LightingLambert (o, lightDir, (tmpvar_13.w * tmpvar_14.w)); vec4 tmpvar_16; tmpvar_16 = tmpvar_15; c = tmpvar_16; float tmpvar_17; tmpvar_17 = 0.0; c.w = vec4(tmpvar_17).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; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xyz; vec3 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_IN.normal = tmpvar_4; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[1].xyz; vec3 tmpvar_6; tmpvar_6 = tmpvar_5; xlt_IN.lightDir = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = gl_TexCoord[2].xyz; vec3 tmpvar_8; tmpvar_8 = tmpvar_7; xlt_IN._LightCoord = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = frag_surf (xlt_IN); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xl_retval = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = xl_retval.xyzw; vec4 tmpvar_12; tmpvar_12 = tmpvar_11; gl_FragData[0] = tmpvar_12; }