struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec2 uv2_LightMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 lightDir;
  vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightMap;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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 lm_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
  vec3 tmpvar_10;
  tmpvar_10 = _Color.xyz;
  vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_9.xyz * tmpvar_10);
  o_7.Albedo = tmpvar_11;
  vec4 tmpvar_12;
  tmpvar_12 = texture2D (_LightMap, IN_6.uv2_LightMap);
  vec4 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  lm_8 = tmpvar_13;
  vec3 tmpvar_14;
  tmpvar_14 = (lm_8.xyz * o_7.Albedo.xyz);
  o_7.Emission = tmpvar_14;
  float tmpvar_15;
  tmpvar_15 = (lm_8.w * _Color.w);
  o_7.Alpha = tmpvar_15;
  vec4 tmpvar_16;
  tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap);
  vec4 tmpvar_17;
  tmpvar_17 = UnpackNormal (tmpvar_16);
  vec3 tmpvar_18;
  tmpvar_18 = tmpvar_17.xyz;
  vec3 tmpvar_19;
  tmpvar_19 = tmpvar_18;
  o_7.Normal = tmpvar_19;
}

vec4 LightingLambert (
  in SurfaceOutput s_20,
  in vec3 lightDir_21,
  in float atten_22
)
{
  vec4 c_23;
  float diff_24;
  float tmpvar_25;
  tmpvar_25 = dot (s_20.Normal, lightDir_21);
  float tmpvar_26;
  tmpvar_26 = max (0.0, tmpvar_25);
  float tmpvar_27;
  tmpvar_27 = tmpvar_26;
  diff_24 = tmpvar_27;
  vec3 tmpvar_28;
  tmpvar_28 = ((s_20.Albedo * _LightColor0.xyz) * ((diff_24 * atten_22) * 2.0));
  c_23.xyz = tmpvar_28.xyz.xyz;
  float tmpvar_29;
  tmpvar_29 = s_20.Alpha;
  c_23.w = vec4(tmpvar_29).w;
  return c_23;
}

vec4 frag_surf (
  in v2f_surf IN_30
)
{
  vec4 c_31;
  vec3 lightDir_32;
  SurfaceOutput o_33;
  Input surfIN_34;
  vec2 tmpvar_35;
  tmpvar_35 = IN_30.hip_pack0.xy;
  surfIN_34.uv_MainTex = tmpvar_35;
  vec2 tmpvar_36;
  tmpvar_36 = IN_30.hip_pack0.zw;
  surfIN_34.uv_BumpMap = tmpvar_36;
  vec3 tmpvar_37;
  tmpvar_37 = vec3(0.0, 0.0, 0.0);
  o_33.Albedo = tmpvar_37;
  vec3 tmpvar_38;
  tmpvar_38 = vec3(0.0, 0.0, 0.0);
  o_33.Emission = tmpvar_38;
  float tmpvar_39;
  tmpvar_39 = 0.0;
  o_33.Specular = tmpvar_39;
  float tmpvar_40;
  tmpvar_40 = 0.0;
  o_33.Alpha = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = 0.0;
  o_33.Gloss = tmpvar_41;
  surf (surfIN_34, o_33);
  vec3 tmpvar_42;
  tmpvar_42 = IN_30.lightDir;
  lightDir_32 = tmpvar_42;
  vec4 tmpvar_43;
  tmpvar_43 = texture2D (_LightTexture0, IN_30._LightCoord);
  vec4 tmpvar_44;
  tmpvar_44 = LightingLambert (o_33, lightDir_32, (tmpvar_43.w * 1.0));
  vec4 tmpvar_45;
  tmpvar_45 = tmpvar_44;
  c_31 = tmpvar_45;
  float tmpvar_46;
  tmpvar_46 = 0.0;
  c_31.w = vec4(tmpvar_46).w;
  return c_31;
}

void main ()
{
  v2f_surf xlt_IN_47;
  vec4 xl_retval_48;
  vec4 tmpvar_49;
  tmpvar_49 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_47.pos = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = xlv_FOG.x;
  xlt_IN_47.fog = tmpvar_50;
  vec4 tmpvar_51;
  tmpvar_51 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  xlt_IN_47.hip_pack0 = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = gl_TexCoord[1].xyz;
  vec3 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  xlt_IN_47.lightDir = tmpvar_54;
  vec2 tmpvar_55;
  tmpvar_55 = gl_TexCoord[2].xy;
  vec2 tmpvar_56;
  tmpvar_56 = tmpvar_55;
  xlt_IN_47._LightCoord = tmpvar_56;
  vec4 tmpvar_57;
  tmpvar_57 = frag_surf (xlt_IN_47);
  vec4 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  xl_retval_48 = tmpvar_58;
  vec4 tmpvar_59;
  tmpvar_59 = xl_retval_48.xyzw;
  vec4 tmpvar_60;
  tmpvar_60 = tmpvar_59;
  gl_FragData[0] = tmpvar_60;
}

