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;
  vec4 hip_pack0;
  vec4 hip_screen;
  vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
float xll_saturate (
  in float x_1
)
{
  float tmpvar_2;
  tmpvar_2 = clamp (x_1, 0.0, 1.0);
  return tmpvar_2;
}

vec2 xll_saturate (
  in vec2 x_3
)
{
  vec2 tmpvar_4;
  tmpvar_4 = clamp (x_3, 0.0, 1.0);
  return tmpvar_4;
}

vec3 xll_saturate (
  in vec3 x_5
)
{
  vec3 tmpvar_6;
  tmpvar_6 = clamp (x_5, 0.0, 1.0);
  return tmpvar_6;
}

vec4 xll_saturate (
  in vec4 x_7
)
{
  vec4 tmpvar_8;
  tmpvar_8 = clamp (x_7, 0.0, 1.0);
  return tmpvar_8;
}

mat2 xll_saturate (
  in mat2 m_9
)
{
  vec2 tmpvar_10;
  tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
  vec2 tmpvar_11;
  tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
  mat2 tmpvar_12;
  vec2 tmpvar_13;
  tmpvar_13 = tmpvar_10;
  tmpvar_12[0] = tmpvar_13;
  vec2 tmpvar_14;
  tmpvar_14 = tmpvar_11;
  tmpvar_12[1] = tmpvar_14;
  return tmpvar_12;
}

mat3 xll_saturate (
  in mat3 m_15
)
{
  vec3 tmpvar_16;
  tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
  vec3 tmpvar_17;
  tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
  vec3 tmpvar_18;
  tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
  mat3 tmpvar_19;
  vec3 tmpvar_20;
  tmpvar_20 = tmpvar_16;
  tmpvar_19[0] = tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_17;
  tmpvar_19[1] = tmpvar_21;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_18;
  tmpvar_19[2] = tmpvar_22;
  return tmpvar_19;
}

mat4 xll_saturate (
  in mat4 m_23
)
{
  vec4 tmpvar_24;
  tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
  vec4 tmpvar_25;
  tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
  vec4 tmpvar_26;
  tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
  vec4 tmpvar_27;
  tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
  mat4 tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = tmpvar_24;
  tmpvar_28[0] = tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = tmpvar_25;
  tmpvar_28[1] = tmpvar_30;
  vec4 tmpvar_31;
  tmpvar_31 = tmpvar_26;
  tmpvar_28[2] = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = tmpvar_27;
  tmpvar_28[3] = tmpvar_32;
  return tmpvar_28;
}

void surf (
  in Input IN_33,
  inout SurfaceOutput o_34
)
{
  vec4 c_35;
  vec4 tex_36;
  vec4 tmpvar_37;
  tmpvar_37 = texture2D (_MainTex, IN_33.uv_MainTex);
  vec4 tmpvar_38;
  tmpvar_38 = tmpvar_37;
  tex_36 = tmpvar_38;
  vec4 tmpvar_39;
  tmpvar_39 = (tex_36 * _Color);
  c_35 = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = c_35.xyz;
  o_34.Albedo = tmpvar_40;
  vec4 tmpvar_41;
  tmpvar_41 = texture2D (_Illum, IN_33.uv_Illum);
  vec3 tmpvar_42;
  tmpvar_42 = (c_35.xyz * tmpvar_41.w);
  o_34.Emission = tmpvar_42;
  float tmpvar_43;
  tmpvar_43 = tex_36.w;
  o_34.Gloss = tmpvar_43;
  float tmpvar_44;
  tmpvar_44 = c_35.w;
  o_34.Alpha = tmpvar_44;
  float tmpvar_45;
  tmpvar_45 = _Shininess;
  o_34.Specular = tmpvar_45;
}

vec4 LightingBlinnPhong_PrePass (
  in SurfaceOutput s_46,
  in vec4 light_47
)
{
  vec4 c_48;
  float spec_49;
  float tmpvar_50;
  tmpvar_50 = (light_47.w * s_46.Gloss);
  spec_49 = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = ((s_46.Albedo * light_47.xyz) + ((light_47.xyz * _SpecColor.xyz) * spec_49));
  c_48.xyz = tmpvar_51.xyz.xyz;
  float tmpvar_52;
  tmpvar_52 = (s_46.Alpha + (spec_49 * _SpecColor.w));
  c_48.w = vec4(tmpvar_52).w;
  return c_48;
}

vec3 DecodeLightmap (
  in vec4 color_53
)
{
  return (2.0 * color_53.xyz);
}

vec4 frag_surf (
  in v2f_surf IN_54
)
{
  vec4 col_55;
  vec3 lm_56;
  vec3 lmIndirect_57;
  vec3 lmFull_58;
  vec4 light_59;
  SurfaceOutput o_60;
  Input surfIN_61;
  vec2 tmpvar_62;
  tmpvar_62 = IN_54.hip_pack0.xy;
  surfIN_61.uv_MainTex = tmpvar_62;
  vec2 tmpvar_63;
  tmpvar_63 = IN_54.hip_pack0.zw;
  surfIN_61.uv_Illum = tmpvar_63;
  vec3 tmpvar_64;
  tmpvar_64 = vec3(0.0, 0.0, 0.0);
  o_60.Albedo = tmpvar_64;
  vec3 tmpvar_65;
  tmpvar_65 = vec3(0.0, 0.0, 0.0);
  o_60.Emission = tmpvar_65;
  float tmpvar_66;
  tmpvar_66 = 0.0;
  o_60.Specular = tmpvar_66;
  float tmpvar_67;
  tmpvar_67 = 0.0;
  o_60.Alpha = tmpvar_67;
  float tmpvar_68;
  tmpvar_68 = 0.0;
  o_60.Gloss = tmpvar_68;
  surf (surfIN_61, o_60);
  vec4 tmpvar_69;
  tmpvar_69 = texture2DProj (_LightBuffer, IN_54.hip_screen);
  vec4 tmpvar_70;
  tmpvar_70 = tmpvar_69;
  light_59 = tmpvar_70;
  vec4 tmpvar_71;
  tmpvar_71 = log2 (light_59);
  vec4 tmpvar_72;
  tmpvar_72 = -(tmpvar_71);
  light_59 = tmpvar_72;
  vec4 tmpvar_73;
  tmpvar_73 = texture2D (unity_Lightmap, IN_54.hip_lmapFade.xy);
  vec3 tmpvar_74;
  tmpvar_74 = DecodeLightmap (tmpvar_73);
  vec3 tmpvar_75;
  tmpvar_75 = tmpvar_74;
  lmFull_58 = tmpvar_75;
  vec4 tmpvar_76;
  tmpvar_76 = texture2D (unity_LightmapInd, IN_54.hip_lmapFade.xy);
  vec3 tmpvar_77;
  tmpvar_77 = DecodeLightmap (tmpvar_76);
  vec3 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  lmIndirect_57 = tmpvar_78;
  float tmpvar_79;
  tmpvar_79 = xll_saturate (IN_54.hip_lmapFade.z);
  vec3 tmpvar_80;
  tmpvar_80 = vec3(tmpvar_79);
  vec3 tmpvar_81;
  tmpvar_81 = mix (lmIndirect_57, lmFull_58, tmpvar_80);
  vec3 tmpvar_82;
  tmpvar_82 = tmpvar_81;
  lm_56 = tmpvar_82;
  vec3 tmpvar_83;
  tmpvar_83 = (light_59.xyz + lm_56);
  light_59.xyz = tmpvar_83.xyz.xyz;
  vec4 tmpvar_84;
  tmpvar_84 = LightingBlinnPhong_PrePass (o_60, light_59);
  vec4 tmpvar_85;
  tmpvar_85 = tmpvar_84;
  col_55 = tmpvar_85;
  vec3 tmpvar_86;
  tmpvar_86 = (col_55.xyz + o_60.Emission);
  col_55.xyz = tmpvar_86.xyz.xyz;
  return col_55;
}

void main ()
{
  v2f_surf xlt_IN_87;
  vec4 xl_retval_88;
  vec4 tmpvar_89;
  tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_87.pos = tmpvar_89;
  float tmpvar_90;
  tmpvar_90 = xlv_FOG.x;
  xlt_IN_87.fog = tmpvar_90;
  vec4 tmpvar_91;
  tmpvar_91 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_92;
  tmpvar_92 = tmpvar_91;
  xlt_IN_87.hip_pack0 = tmpvar_92;
  vec4 tmpvar_93;
  tmpvar_93 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_94;
  tmpvar_94 = tmpvar_93;
  xlt_IN_87.hip_screen = tmpvar_94;
  vec3 tmpvar_95;
  tmpvar_95 = gl_TexCoord[2].xyz;
  vec3 tmpvar_96;
  tmpvar_96 = tmpvar_95;
  xlt_IN_87.hip_lmapFade = tmpvar_96;
  vec4 tmpvar_97;
  tmpvar_97 = frag_surf (xlt_IN_87);
  vec4 tmpvar_98;
  tmpvar_98 = tmpvar_97;
  xl_retval_88 = tmpvar_98;
  vec4 tmpvar_99;
  tmpvar_99 = xl_retval_88.xyzw;
  vec4 tmpvar_100;
  tmpvar_100 = tmpvar_99;
  gl_FragData[0] = tmpvar_100;
}

