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;
  float fog;
  vec2 hip_pack0;
  vec4 lop_color;
  vec3 lightDir;
  vec3 viewDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpSpecMap;
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;
}

void surf (
  in Input IN_6,
  inout SurfaceOutput o_7
)
{
  vec4 norspc_8;
  vec4 trngls_9;
  vec4 c_10;
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_MainTex, IN_6.uv_MainTex);
  vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  c_10 = tmpvar_12;
  vec3 tmpvar_13;
  tmpvar_13 = (c_10.xyz * IN_6.color.xyz);
  o_7.Albedo = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = texture2D (_TranslucencyMap, IN_6.uv_MainTex);
  vec4 tmpvar_15;
  tmpvar_15 = tmpvar_14;
  trngls_9 = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = trngls_9.w;
  o_7.Gloss = tmpvar_16;
  float tmpvar_17;
  tmpvar_17 = IN_6.color.w;
  o_7.Alpha = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18 = texture2D (_BumpSpecMap, IN_6.uv_MainTex);
  vec4 tmpvar_19;
  tmpvar_19 = tmpvar_18;
  norspc_8 = tmpvar_19;
  float tmpvar_20;
  tmpvar_20 = norspc_8.x;
  o_7.Specular = tmpvar_20;
  vec4 tmpvar_21;
  tmpvar_21 = UnpackNormal (norspc_8);
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_21.xyz;
  vec3 tmpvar_23;
  tmpvar_23 = tmpvar_22;
  o_7.Normal = tmpvar_23;
}

vec4 LightingTreeBark (
  in SurfaceOutput s_24,
  in vec3 lightDir_25,
  in vec3 viewDir_26,
  in float atten_27
)
{
  vec4 c_28;
  float spec_29;
  float nh_30;
  float diff_31;
  vec3 h_32;
  vec3 tmpvar_33;
  tmpvar_33 = normalize ((lightDir_25 + viewDir_26));
  vec3 tmpvar_34;
  tmpvar_34 = tmpvar_33;
  h_32 = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = dot (s_24.Normal, lightDir_25);
  float tmpvar_36;
  tmpvar_36 = max (0.0, tmpvar_35);
  float tmpvar_37;
  tmpvar_37 = tmpvar_36;
  diff_31 = tmpvar_37;
  float tmpvar_38;
  tmpvar_38 = dot (s_24.Normal, h_32);
  float tmpvar_39;
  tmpvar_39 = max (0.0, tmpvar_38);
  float tmpvar_40;
  tmpvar_40 = tmpvar_39;
  nh_30 = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0));
  float tmpvar_42;
  tmpvar_42 = (tmpvar_41 * s_24.Gloss);
  spec_29 = tmpvar_42;
  vec3 tmpvar_43;
  tmpvar_43 = ((((s_24.Albedo * _LightColor0.xyz) * diff_31) + (_LightColor0.xyz * spec_29)) * (atten_27 * 2.0));
  c_28.xyz = tmpvar_43.xyz.xyz;
  float tmpvar_44;
  tmpvar_44 = (((_LightColor0.w * spec_29) * atten_27) * s_24.Alpha);
  c_28.w = vec4(tmpvar_44).w;
  return c_28;
}

vec4 frag_surf (
  in v2f_surf IN_45
)
{
  vec4 c_46;
  vec3 lightDir_47;
  SurfaceOutput o_48;
  Input surfIN_49;
  vec2 tmpvar_50;
  tmpvar_50 = IN_45.hip_pack0.xy;
  surfIN_49.uv_MainTex = tmpvar_50;
  vec4 tmpvar_51;
  tmpvar_51 = IN_45.lop_color;
  surfIN_49.color = tmpvar_51;
  vec3 tmpvar_52;
  tmpvar_52 = vec3(0.0, 0.0, 0.0);
  o_48.Albedo = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = vec3(0.0, 0.0, 0.0);
  o_48.Emission = tmpvar_53;
  float tmpvar_54;
  tmpvar_54 = 0.0;
  o_48.Specular = tmpvar_54;
  float tmpvar_55;
  tmpvar_55 = 0.0;
  o_48.Alpha = tmpvar_55;
  float tmpvar_56;
  tmpvar_56 = 0.0;
  o_48.Gloss = tmpvar_56;
  surf (surfIN_49, o_48);
  vec3 tmpvar_57;
  tmpvar_57 = IN_45.lightDir;
  lightDir_47 = tmpvar_57;
  vec3 tmpvar_58;
  tmpvar_58 = normalize (lightDir_47);
  vec3 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  lightDir_47 = tmpvar_59;
  vec3 tmpvar_60;
  tmpvar_60 = IN_45.viewDir.xyz;
  vec3 tmpvar_61;
  tmpvar_61 = normalize (tmpvar_60);
  float tmpvar_62;
  tmpvar_62 = dot (IN_45._LightCoord, IN_45._LightCoord);
  vec2 tmpvar_63;
  tmpvar_63 = vec2(tmpvar_62);
  vec2 tmpvar_64;
  tmpvar_64 = tmpvar_63.xy;
  vec4 tmpvar_65;
  tmpvar_65 = texture2D (_LightTextureB0, tmpvar_64);
  vec4 tmpvar_66;
  tmpvar_66 = textureCube (_LightTexture0, IN_45._LightCoord);
  vec4 tmpvar_67;
  tmpvar_67 = LightingTreeBark (o_48, lightDir_47, tmpvar_61, (tmpvar_65.w * tmpvar_66.w));
  vec4 tmpvar_68;
  tmpvar_68 = tmpvar_67;
  c_46 = tmpvar_68;
  float tmpvar_69;
  tmpvar_69 = 0.0;
  c_46.w = vec4(tmpvar_69).w;
  return c_46;
}

void main ()
{
  v2f_surf xlt_IN_70;
  vec4 xl_retval_71;
  vec4 tmpvar_72;
  tmpvar_72 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_70.pos = tmpvar_72;
  float tmpvar_73;
  tmpvar_73 = xlv_FOG.x;
  xlt_IN_70.fog = tmpvar_73;
  vec2 tmpvar_74;
  tmpvar_74 = gl_TexCoord[0].xy;
  vec2 tmpvar_75;
  tmpvar_75 = tmpvar_74;
  xlt_IN_70.hip_pack0 = tmpvar_75;
  vec4 tmpvar_76;
  tmpvar_76 = gl_Color.xyzw;
  vec4 tmpvar_77;
  tmpvar_77 = tmpvar_76;
  xlt_IN_70.lop_color = tmpvar_77;
  vec3 tmpvar_78;
  tmpvar_78 = gl_TexCoord[1].xyz;
  vec3 tmpvar_79;
  tmpvar_79 = tmpvar_78;
  xlt_IN_70.lightDir = tmpvar_79;
  vec3 tmpvar_80;
  tmpvar_80 = gl_TexCoord[2].xyz;
  vec3 tmpvar_81;
  tmpvar_81 = tmpvar_80;
  xlt_IN_70.viewDir = tmpvar_81;
  vec3 tmpvar_82;
  tmpvar_82 = gl_TexCoord[3].xyz;
  vec3 tmpvar_83;
  tmpvar_83 = tmpvar_82;
  xlt_IN_70._LightCoord = tmpvar_83;
  vec4 tmpvar_84;
  tmpvar_84 = frag_surf (xlt_IN_70);
  vec4 tmpvar_85;
  tmpvar_85 = tmpvar_84;
  xl_retval_71 = tmpvar_85;
  vec4 tmpvar_86;
  tmpvar_86 = xl_retval_71.xyzw;
  vec4 tmpvar_87;
  tmpvar_87 = tmpvar_86;
  gl_FragData[0] = tmpvar_87;
}

