struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec3 normal; vec3 lightDir; vec3 viewDir; vec4 _LightCoord; }; uniform vec4 _Color; uniform sampler2D _Illum; uniform vec4 _LightColor0; uniform sampler2D _LightTexture0; uniform sampler2D _LightTextureB0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; varying vec4 xlv_FOG; void surf ( in Input IN_1, inout SurfaceOutput o_2 ) { vec4 c_3; vec4 tex_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; tex_4 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = (tex_4 * _Color); c_3 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = c_3.xyz; o_2.Albedo = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_Illum, IN_1.uv_Illum); vec3 tmpvar_10; tmpvar_10 = (c_3.xyz * tmpvar_9.w); o_2.Emission = tmpvar_10; float tmpvar_11; tmpvar_11 = tex_4.w; o_2.Gloss = tmpvar_11; float tmpvar_12; tmpvar_12 = c_3.w; o_2.Alpha = tmpvar_12; float tmpvar_13; tmpvar_13 = _Shininess; o_2.Specular = tmpvar_13; } float UnitySpotCookie ( in vec4 LightCoord_14 ) { vec4 tmpvar_15; tmpvar_15 = texture2D (_LightTexture0, ((LightCoord_14.xy / LightCoord_14.w) + 0.5)); return tmpvar_15.w; } float UnitySpotAttenuate ( in vec3 LightCoord_16 ) { float tmpvar_17; tmpvar_17 = dot (LightCoord_16, LightCoord_16); vec2 tmpvar_18; tmpvar_18 = vec2(tmpvar_17); vec2 tmpvar_19; tmpvar_19 = tmpvar_18.xy; vec4 tmpvar_20; tmpvar_20 = texture2D (_LightTextureB0, tmpvar_19); return tmpvar_20.w; } vec4 LightingBlinnPhong ( in SurfaceOutput s_21, in vec3 lightDir_22, in vec3 viewDir_23, in float atten_24 ) { vec4 c_25; float spec_26; float nh_27; float diff_28; vec3 h_29; vec3 tmpvar_30; tmpvar_30 = normalize ((lightDir_22 + viewDir_23)); vec3 tmpvar_31; tmpvar_31 = tmpvar_30; h_29 = tmpvar_31; float tmpvar_32; tmpvar_32 = dot (s_21.Normal, lightDir_22); float tmpvar_33; tmpvar_33 = max (0.0, tmpvar_32); float tmpvar_34; tmpvar_34 = tmpvar_33; diff_28 = tmpvar_34; float tmpvar_35; tmpvar_35 = dot (s_21.Normal, h_29); float tmpvar_36; tmpvar_36 = max (0.0, tmpvar_35); float tmpvar_37; tmpvar_37 = tmpvar_36; nh_27 = tmpvar_37; float tmpvar_38; tmpvar_38 = pow (nh_27, (s_21.Specular * 128.0)); float tmpvar_39; tmpvar_39 = (tmpvar_38 * s_21.Gloss); spec_26 = tmpvar_39; vec3 tmpvar_40; tmpvar_40 = ((( (s_21.Albedo * _LightColor0.xyz) * diff_28) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_26)) * (atten_24 * 2.0)); c_25.xyz = tmpvar_40.xyz.xyz; float tmpvar_41; tmpvar_41 = (s_21.Alpha + (( (_LightColor0.w * _SpecColor.w) * spec_26) * atten_24)); c_25.w = vec4(tmpvar_41).w; return c_25; } vec4 frag_surf ( in v2f_surf IN_42 ) { vec4 c_43; vec3 lightDir_44; SurfaceOutput o_45; Input surfIN_46; vec2 tmpvar_47; tmpvar_47 = IN_42.hip_pack0.xy; surfIN_46.uv_MainTex = tmpvar_47; vec3 tmpvar_48; tmpvar_48 = vec3(0.0, 0.0, 0.0); o_45.Albedo = tmpvar_48; vec3 tmpvar_49; tmpvar_49 = vec3(0.0, 0.0, 0.0); o_45.Emission = tmpvar_49; float tmpvar_50; tmpvar_50 = 0.0; o_45.Specular = tmpvar_50; float tmpvar_51; tmpvar_51 = 0.0; o_45.Alpha = tmpvar_51; float tmpvar_52; tmpvar_52 = 0.0; o_45.Gloss = tmpvar_52; vec3 tmpvar_53; tmpvar_53 = IN_42.normal; o_45.Normal = tmpvar_53; surf (surfIN_46, o_45); vec3 tmpvar_54; tmpvar_54 = IN_42.lightDir; lightDir_44 = tmpvar_54; vec3 tmpvar_55; tmpvar_55 = normalize (lightDir_44); vec3 tmpvar_56; tmpvar_56 = tmpvar_55; lightDir_44 = tmpvar_56; vec3 tmpvar_57; tmpvar_57 = IN_42.viewDir.xyz; vec3 tmpvar_58; tmpvar_58 = normalize (tmpvar_57); float tmpvar_59; tmpvar_59 = UnitySpotCookie (IN_42._LightCoord); float tmpvar_60; tmpvar_60 = UnitySpotAttenuate (IN_42._LightCoord.xyz); vec4 tmpvar_61; tmpvar_61 = LightingBlinnPhong (o_45, lightDir_44, tmpvar_58, ((float( (IN_42._LightCoord.z > 0.0) ) * tmpvar_59) * tmpvar_60)); vec4 tmpvar_62; tmpvar_62 = tmpvar_61; c_43 = tmpvar_62; float tmpvar_63; tmpvar_63 = 0.0; c_43.w = vec4(tmpvar_63).w; return c_43; } 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; vec2 tmpvar_68; tmpvar_68 = gl_TexCoord[0].xy; vec2 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.normal = tmpvar_71; vec3 tmpvar_72; tmpvar_72 = gl_TexCoord[2].xyz; vec3 tmpvar_73; tmpvar_73 = tmpvar_72; xlt_IN_64.lightDir = tmpvar_73; vec3 tmpvar_74; tmpvar_74 = gl_TexCoord[3].xyz; vec3 tmpvar_75; tmpvar_75 = tmpvar_74; xlt_IN_64.viewDir = tmpvar_75; vec4 tmpvar_76; tmpvar_76 = gl_TexCoord[4].xyzw; vec4 tmpvar_77; tmpvar_77 = tmpvar_76; xlt_IN_64._LightCoord = tmpvar_77; vec4 tmpvar_78; tmpvar_78 = frag_surf (xlt_IN_64); vec4 tmpvar_79; tmpvar_79 = tmpvar_78; xl_retval_65 = tmpvar_79; vec4 tmpvar_80; tmpvar_80 = xl_retval_65.xyzw; vec4 tmpvar_81; tmpvar_81 = tmpvar_80; gl_FragData[0] = tmpvar_81; }