struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; vec2 uv_Illum; vec3 viewDir; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec3 viewDir; vec3 lightDir; vec2 _LightCoord; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _MainTex; uniform float _Parallax; uniform sampler2D _ParallaxMap; varying vec4 xlv_FOG; 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; } vec2 ParallaxOffset ( in float h_6, in float height_7, in vec3 viewDir_8 ) { vec3 v_9; float tmpvar_10; tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0)); h_6 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = normalize (viewDir_8); vec3 tmpvar_12; tmpvar_12 = tmpvar_11; v_9 = tmpvar_12; float tmpvar_13; tmpvar_13 = (v_9.z + 0.42); v_9.z = vec3(tmpvar_13).z; return (h_6 * (v_9.xy / v_9.z)); } void surf ( in Input IN_14, inout SurfaceOutput o_15 ) { vec4 c_16; vec2 offset_17; float h_18; vec4 tmpvar_19; tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap); float tmpvar_20; tmpvar_20 = tmpvar_19.w; h_18 = tmpvar_20; vec2 tmpvar_21; tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir); vec2 tmpvar_22; tmpvar_22 = tmpvar_21; offset_17 = tmpvar_22; vec2 tmpvar_23; tmpvar_23 = (IN_14.uv_MainTex + offset_17); IN_14.uv_MainTex = tmpvar_23; vec2 tmpvar_24; tmpvar_24 = (IN_14.uv_BumpMap + offset_17); IN_14.uv_BumpMap = tmpvar_24; vec2 tmpvar_25; tmpvar_25 = (IN_14.uv_Illum + offset_17); IN_14.uv_Illum = tmpvar_25; vec4 tmpvar_26; tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex); vec4 tmpvar_27; tmpvar_27 = (tmpvar_26 * _Color); c_16 = tmpvar_27; vec3 tmpvar_28; tmpvar_28 = c_16.xyz; o_15.Albedo = tmpvar_28; vec4 tmpvar_29; tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum); vec3 tmpvar_30; tmpvar_30 = (c_16.xyz * tmpvar_29.w); o_15.Emission = tmpvar_30; float tmpvar_31; tmpvar_31 = c_16.w; o_15.Alpha = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap); vec4 tmpvar_33; tmpvar_33 = UnpackNormal (tmpvar_32); vec3 tmpvar_34; tmpvar_34 = tmpvar_33.xyz; vec3 tmpvar_35; tmpvar_35 = tmpvar_34; o_15.Normal = tmpvar_35; } vec4 LightingLambert ( in SurfaceOutput s_36, in vec3 lightDir_37, in float atten_38 ) { vec4 c_39; float diff_40; float tmpvar_41; tmpvar_41 = dot (s_36.Normal, lightDir_37); float tmpvar_42; tmpvar_42 = max (0.0, tmpvar_41); float tmpvar_43; tmpvar_43 = tmpvar_42; diff_40 = tmpvar_43; vec3 tmpvar_44; tmpvar_44 = ((s_36.Albedo * _LightColor0.xyz) * ((diff_40 * atten_38) * 2.0)); c_39.xyz = tmpvar_44.xyz.xyz; float tmpvar_45; tmpvar_45 = s_36.Alpha; c_39.w = vec4(tmpvar_45).w; return c_39; } vec4 frag_surf ( in v2f_surf IN_46 ) { vec4 c_47; vec3 lightDir_48; SurfaceOutput o_49; Input surfIN_50; vec2 tmpvar_51; tmpvar_51 = IN_46.hip_pack0.xy; surfIN_50.uv_MainTex = tmpvar_51; vec2 tmpvar_52; tmpvar_52 = IN_46.hip_pack0.zw; surfIN_50.uv_BumpMap = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = IN_46.viewDir; surfIN_50.viewDir = tmpvar_53; vec3 tmpvar_54; tmpvar_54 = vec3(0.0, 0.0, 0.0); o_49.Albedo = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = vec3(0.0, 0.0, 0.0); o_49.Emission = tmpvar_55; float tmpvar_56; tmpvar_56 = 0.0; o_49.Specular = tmpvar_56; float tmpvar_57; tmpvar_57 = 0.0; o_49.Alpha = tmpvar_57; float tmpvar_58; tmpvar_58 = 0.0; o_49.Gloss = tmpvar_58; surf (surfIN_50, o_49); vec3 tmpvar_59; tmpvar_59 = IN_46.lightDir; lightDir_48 = tmpvar_59; vec4 tmpvar_60; tmpvar_60 = texture2D (_LightTexture0, IN_46._LightCoord); vec4 tmpvar_61; tmpvar_61 = LightingLambert (o_49, lightDir_48, (tmpvar_60.w * 1.0)); vec4 tmpvar_62; tmpvar_62 = tmpvar_61; c_47 = tmpvar_62; float tmpvar_63; tmpvar_63 = 0.0; c_47.w = vec4(tmpvar_63).w; return c_47; } void main () { v2f_surf xlt_IN_64; vec4 xl_retval_65; vec4 tmpvar_66; tmpvar_66 = vec4(0.0, 0.0, 0.0, 0.0); xlt_IN_64.pos = tmpvar_66; float tmpvar_67; tmpvar_67 = xlv_FOG.x; xlt_IN_64.fog = tmpvar_67; vec4 tmpvar_68; tmpvar_68 = gl_TexCoord[0].xyzw; vec4 tmpvar_69; tmpvar_69 = tmpvar_68; xlt_IN_64.hip_pack0 = tmpvar_69; vec3 tmpvar_70; tmpvar_70 = gl_TexCoord[1].xyz; vec3 tmpvar_71; tmpvar_71 = tmpvar_70; xlt_IN_64.viewDir = tmpvar_71; vec3 tmpvar_72; tmpvar_72 = gl_TexCoord[2].xyz; vec3 tmpvar_73; tmpvar_73 = tmpvar_72; xlt_IN_64.lightDir = tmpvar_73; vec2 tmpvar_74; tmpvar_74 = gl_TexCoord[3].xy; vec2 tmpvar_75; tmpvar_75 = tmpvar_74; xlt_IN_64._LightCoord = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = frag_surf (xlt_IN_64); vec4 tmpvar_77; tmpvar_77 = tmpvar_76; xl_retval_65 = tmpvar_77; vec4 tmpvar_78; tmpvar_78 = xl_retval_65.xyzw; vec4 tmpvar_79; tmpvar_79 = tmpvar_78; gl_FragData[0] = tmpvar_79; }