struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 lightDir;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

vec4 UnpackNormal (
  in vec4 packednormal_2
)
{
  vec4 normal_3;
  vec2 tmpvar_4;
  tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0);
  normal_3.xy = tmpvar_4.xy.xy;
  float tmpvar_5;
  tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
  float tmpvar_6;
  tmpvar_6 = tmpvar_5;
  normal_3.z = vec3(tmpvar_6).z;
  return normal_3;
}

void surf (
  in Input IN_7,
  inout SurfaceOutput o_8
)
{
  vec4 c_9;
  vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex);
  vec4 tmpvar_11;
  tmpvar_11 = (tmpvar_10 * _Color);
  c_9 = tmpvar_11;
  vec3 tmpvar_12;
  tmpvar_12 = c_9.xyz;
  o_8.Albedo = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = c_9.w;
  o_8.Alpha = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = texture2D (_BumpMap, IN_7.uv_BumpMap);
  vec4 tmpvar_15;
  tmpvar_15 = UnpackNormal (tmpvar_14);
  vec3 tmpvar_16;
  tmpvar_16 = tmpvar_15.xyz;
  vec3 tmpvar_17;
  tmpvar_17 = tmpvar_16;
  o_8.Normal = tmpvar_17;
}

vec4 LightingLambert (
  in SurfaceOutput s_18,
  in vec3 lightDir_19,
  in float atten_20
)
{
  vec4 c_21;
  float diff_22;
  float tmpvar_23;
  tmpvar_23 = dot (s_18.Normal, lightDir_19);
  float tmpvar_24;
  tmpvar_24 = max (0.0, tmpvar_23);
  float tmpvar_25;
  tmpvar_25 = tmpvar_24;
  diff_22 = tmpvar_25;
  vec3 tmpvar_26;
  tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
  c_21.xyz = tmpvar_26.xyz.xyz;
  float tmpvar_27;
  tmpvar_27 = s_18.Alpha;
  c_21.w = vec4(tmpvar_27).w;
  return c_21;
}

vec4 frag_surf (
  in v2f_surf IN_28
)
{
  vec4 c_29;
  vec3 lightDir_30;
  SurfaceOutput o_31;
  Input surfIN_32;
  vec2 tmpvar_33;
  tmpvar_33 = IN_28.hip_pack0.xy;
  surfIN_32.uv_MainTex = tmpvar_33;
  vec2 tmpvar_34;
  tmpvar_34 = IN_28.hip_pack0.zw;
  surfIN_32.uv_BumpMap = tmpvar_34;
  vec3 tmpvar_35;
  tmpvar_35 = vec3(0.0, 0.0, 0.0);
  o_31.Albedo = tmpvar_35;
  vec3 tmpvar_36;
  tmpvar_36 = vec3(0.0, 0.0, 0.0);
  o_31.Emission = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = 0.0;
  o_31.Specular = tmpvar_37;
  float tmpvar_38;
  tmpvar_38 = 0.0;
  o_31.Alpha = tmpvar_38;
  float tmpvar_39;
  tmpvar_39 = 0.0;
  o_31.Gloss = tmpvar_39;
  surf (surfIN_32, o_31);
  xll_clip ((o_31.Alpha - _Cutoff));
  vec3 tmpvar_40;
  tmpvar_40 = IN_28.lightDir;
  lightDir_30 = tmpvar_40;
  vec4 tmpvar_41;
  tmpvar_41 = LightingLambert (o_31, lightDir_30, 1.0);
  vec4 tmpvar_42;
  tmpvar_42 = tmpvar_41;
  c_29 = tmpvar_42;
  float tmpvar_43;
  tmpvar_43 = o_31.Alpha;
  c_29.w = vec4(tmpvar_43).w;
  return c_29;
}

void main ()
{
  v2f_surf xlt_IN_44;
  vec4 xl_retval_45;
  vec4 tmpvar_46;
  tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_44.pos = tmpvar_46;
  float tmpvar_47;
  tmpvar_47 = xlv_FOG.x;
  xlt_IN_44.fog = tmpvar_47;
  vec4 tmpvar_48;
  tmpvar_48 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_49;
  tmpvar_49 = tmpvar_48;
  xlt_IN_44.hip_pack0 = tmpvar_49;
  vec3 tmpvar_50;
  tmpvar_50 = gl_TexCoord[1].xyz;
  vec3 tmpvar_51;
  tmpvar_51 = tmpvar_50;
  xlt_IN_44.lightDir = tmpvar_51;
  vec4 tmpvar_52;
  tmpvar_52 = frag_surf (xlt_IN_44);
  vec4 tmpvar_53;
  tmpvar_53 = tmpvar_52;
  xl_retval_45 = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = xl_retval_45.xyzw;
  vec4 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  gl_FragData[0] = tmpvar_55;
}

