struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_Control;
  vec2 uv_Splat0;
  vec2 uv_Splat1;
  vec2 uv_Splat2;
  vec2 uv_Splat3;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec4 hip_pack1;
  vec2 hip_pack2;
  vec3 normal;
  vec3 vlight;
  vec4 _ShadowCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightColor0;
uniform sampler2D _Control;
float unitySampleShadow (
  in vec4 shadowCoord_1
)
{
  float shadow_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1);
  float tmpvar_4;
  tmpvar_4 = tmpvar_3.x;
  shadow_2 = tmpvar_4;
  return shadow_2;
}

void surf (
  in Input IN_5,
  inout SurfaceOutput o_6
)
{
  vec3 col_7;
  vec4 splat_control_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Control, IN_5.uv_Control);
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  splat_control_8 = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Splat0, IN_5.uv_Splat0);
  vec3 tmpvar_12;
  tmpvar_12 = (splat_control_8.x * tmpvar_11.xyz);
  col_7 = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Splat1, IN_5.uv_Splat1);
  vec3 tmpvar_14;
  tmpvar_14 = (col_7 + (splat_control_8.y * tmpvar_13.xyz));
  col_7 = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15 = texture2D (_Splat2, IN_5.uv_Splat2);
  vec3 tmpvar_16;
  tmpvar_16 = (col_7 + (splat_control_8.z * tmpvar_15.xyz));
  col_7 = tmpvar_16;
  vec4 tmpvar_17;
  tmpvar_17 = texture2D (_Splat3, IN_5.uv_Splat3);
  vec3 tmpvar_18;
  tmpvar_18 = (col_7 + (splat_control_8.w * tmpvar_17.xyz));
  col_7 = tmpvar_18;
  vec3 tmpvar_19;
  tmpvar_19 = col_7;
  o_6.Albedo = tmpvar_19;
  float tmpvar_20;
  tmpvar_20 = 0.0;
  o_6.Alpha = tmpvar_20;
}

vec4 LightingLambert (
  in SurfaceOutput s_21,
  in vec3 lightDir_22,
  in float atten_23
)
{
  vec4 c_24;
  float diff_25;
  float tmpvar_26;
  tmpvar_26 = dot (s_21.Normal, lightDir_22);
  float tmpvar_27;
  tmpvar_27 = max (0.0, tmpvar_26);
  float tmpvar_28;
  tmpvar_28 = tmpvar_27;
  diff_25 = tmpvar_28;
  vec3 tmpvar_29;
  tmpvar_29 = ((s_21.Albedo * _LightColor0.xyz) * ((diff_25 * atten_23) * 2.0));
  c_24.xyz = tmpvar_29.xyz.xyz;
  float tmpvar_30;
  tmpvar_30 = s_21.Alpha;
  c_24.w = vec4(tmpvar_30).w;
  return c_24;
}

vec4 frag_surf (
  in v2f_surf IN_31
)
{
  vec4 c_32;
  float atten_33;
  SurfaceOutput o_34;
  Input surfIN_35;
  vec2 tmpvar_36;
  tmpvar_36 = IN_31.hip_pack0.xy;
  surfIN_35.uv_Control = tmpvar_36;
  vec2 tmpvar_37;
  tmpvar_37 = IN_31.hip_pack0.zw;
  surfIN_35.uv_Splat0 = tmpvar_37;
  vec2 tmpvar_38;
  tmpvar_38 = IN_31.hip_pack1.xy;
  surfIN_35.uv_Splat1 = tmpvar_38;
  vec2 tmpvar_39;
  tmpvar_39 = IN_31.hip_pack1.zw;
  surfIN_35.uv_Splat2 = tmpvar_39;
  vec2 tmpvar_40;
  tmpvar_40 = IN_31.hip_pack2.xy;
  surfIN_35.uv_Splat3 = tmpvar_40;
  vec3 tmpvar_41;
  tmpvar_41 = vec3(0.0, 0.0, 0.0);
  o_34.Albedo = tmpvar_41;
  vec3 tmpvar_42;
  tmpvar_42 = vec3(0.0, 0.0, 0.0);
  o_34.Emission = tmpvar_42;
  float tmpvar_43;
  tmpvar_43 = 0.0;
  o_34.Specular = tmpvar_43;
  float tmpvar_44;
  tmpvar_44 = 0.0;
  o_34.Alpha = tmpvar_44;
  float tmpvar_45;
  tmpvar_45 = 0.0;
  o_34.Gloss = tmpvar_45;
  vec3 tmpvar_46;
  tmpvar_46 = IN_31.normal;
  o_34.Normal = tmpvar_46;
  surf (surfIN_35, o_34);
  float tmpvar_47;
  tmpvar_47 = unitySampleShadow (IN_31._ShadowCoord);
  float tmpvar_48;
  tmpvar_48 = tmpvar_47;
  atten_33 = tmpvar_48;
  vec4 tmpvar_49;
  tmpvar_49 = LightingLambert (o_34, _WorldSpaceLightPos0.xyz, atten_33);
  vec4 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  c_32 = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = (c_32.xyz + (o_34.Albedo * IN_31.vlight));
  c_32.xyz = tmpvar_51.xyz.xyz;
  return c_32;
}

void main ()
{
  v2f_surf xlt_IN_52;
  vec4 xl_retval_53;
  vec4 tmpvar_54;
  tmpvar_54 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_52.pos = tmpvar_54;
  float tmpvar_55;
  tmpvar_55 = xlv_FOG.x;
  xlt_IN_52.fog = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  xlt_IN_52.hip_pack0 = tmpvar_57;
  vec4 tmpvar_58;
  tmpvar_58 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  xlt_IN_52.hip_pack1 = tmpvar_59;
  vec2 tmpvar_60;
  tmpvar_60 = gl_TexCoord[2].xy;
  vec2 tmpvar_61;
  tmpvar_61 = tmpvar_60;
  xlt_IN_52.hip_pack2 = tmpvar_61;
  vec3 tmpvar_62;
  tmpvar_62 = gl_TexCoord[3].xyz;
  vec3 tmpvar_63;
  tmpvar_63 = tmpvar_62;
  xlt_IN_52.normal = tmpvar_63;
  vec3 tmpvar_64;
  tmpvar_64 = gl_TexCoord[4].xyz;
  vec3 tmpvar_65;
  tmpvar_65 = tmpvar_64;
  xlt_IN_52.vlight = tmpvar_65;
  vec4 tmpvar_66;
  tmpvar_66 = gl_TexCoord[5].xyzw;
  vec4 tmpvar_67;
  tmpvar_67 = tmpvar_66;
  xlt_IN_52._ShadowCoord = tmpvar_67;
  vec4 tmpvar_68;
  tmpvar_68 = frag_surf (xlt_IN_52);
  vec4 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  xl_retval_53 = tmpvar_69;
  vec4 tmpvar_70;
  tmpvar_70 = xl_retval_53.xyzw;
  vec4 tmpvar_71;
  tmpvar_71 = tmpvar_70;
  gl_FragData[0] = tmpvar_71;
}

