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;
  vec3 viewDir;
  vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
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 tex_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  tex_8 = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = (tex_8.xyz * _Color.xyz);
  o_7.Albedo = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = tex_8.w;
  o_7.Gloss = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = (tex_8.w * _Color.w);
  o_7.Alpha = tmpvar_13;
  float tmpvar_14;
  tmpvar_14 = _Shininess;
  o_7.Specular = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15 = texture2D (_BumpMap, IN_6.uv_BumpMap);
  vec4 tmpvar_16;
  tmpvar_16 = UnpackNormal (tmpvar_15);
  vec3 tmpvar_17;
  tmpvar_17 = tmpvar_16.xyz;
  vec3 tmpvar_18;
  tmpvar_18 = tmpvar_17;
  o_7.Normal = tmpvar_18;
}

vec4 LightingBlinnPhong (
  in SurfaceOutput s_19,
  in vec3 lightDir_20,
  in vec3 viewDir_21,
  in float atten_22
)
{
  vec4 c_23;
  float spec_24;
  float nh_25;
  float diff_26;
  vec3 h_27;
  vec3 tmpvar_28;
  tmpvar_28 = normalize ((lightDir_20 + viewDir_21));
  vec3 tmpvar_29;
  tmpvar_29 = tmpvar_28;
  h_27 = tmpvar_29;
  float tmpvar_30;
  tmpvar_30 = dot (s_19.Normal, lightDir_20);
  float tmpvar_31;
  tmpvar_31 = max (0.0, tmpvar_30);
  float tmpvar_32;
  tmpvar_32 = tmpvar_31;
  diff_26 = tmpvar_32;
  float tmpvar_33;
  tmpvar_33 = dot (s_19.Normal, h_27);
  float tmpvar_34;
  tmpvar_34 = max (0.0, tmpvar_33);
  float tmpvar_35;
  tmpvar_35 = tmpvar_34;
  nh_25 = tmpvar_35;
  float tmpvar_36;
  tmpvar_36 = pow (nh_25, (s_19.Specular * 128.0));
  float tmpvar_37;
  tmpvar_37 = (tmpvar_36 * s_19.Gloss);
  spec_24 = tmpvar_37;
  vec3 tmpvar_38;
  tmpvar_38 = ((((s_19.Albedo * _LightColor0.xyz) * diff_26) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_24)) * (atten_22 * 2.0));
  c_23.xyz = tmpvar_38.xyz.xyz;
  float tmpvar_39;
  tmpvar_39 = (s_19.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_24) * atten_22));
  c_23.w = vec4(tmpvar_39).w;
  return c_23;
}

vec4 frag_surf (
  in v2f_surf IN_40
)
{
  vec4 c_41;
  vec3 lightDir_42;
  SurfaceOutput o_43;
  Input surfIN_44;
  vec2 tmpvar_45;
  tmpvar_45 = IN_40.hip_pack0.xy;
  surfIN_44.uv_MainTex = tmpvar_45;
  vec2 tmpvar_46;
  tmpvar_46 = IN_40.hip_pack0.zw;
  surfIN_44.uv_BumpMap = tmpvar_46;
  vec3 tmpvar_47;
  tmpvar_47 = vec3(0.0, 0.0, 0.0);
  o_43.Albedo = tmpvar_47;
  vec3 tmpvar_48;
  tmpvar_48 = vec3(0.0, 0.0, 0.0);
  o_43.Emission = tmpvar_48;
  float tmpvar_49;
  tmpvar_49 = 0.0;
  o_43.Specular = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = 0.0;
  o_43.Alpha = tmpvar_50;
  float tmpvar_51;
  tmpvar_51 = 0.0;
  o_43.Gloss = tmpvar_51;
  surf (surfIN_44, o_43);
  vec3 tmpvar_52;
  tmpvar_52 = IN_40.lightDir;
  lightDir_42 = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = IN_40.viewDir.xyz;
  vec3 tmpvar_54;
  tmpvar_54 = normalize (tmpvar_53);
  vec4 tmpvar_55;
  tmpvar_55 = texture2D (_LightTexture0, IN_40._LightCoord);
  vec4 tmpvar_56;
  tmpvar_56 = LightingBlinnPhong (o_43, lightDir_42, tmpvar_54, (tmpvar_55.w * 1.0));
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  c_41 = tmpvar_57;
  float tmpvar_58;
  tmpvar_58 = 0.0;
  c_41.w = vec4(tmpvar_58).w;
  return c_41;
}

void main ()
{
  v2f_surf xlt_IN_59;
  vec4 xl_retval_60;
  vec4 tmpvar_61;
  tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_59.pos = tmpvar_61;
  float tmpvar_62;
  tmpvar_62 = xlv_FOG.x;
  xlt_IN_59.fog = tmpvar_62;
  vec4 tmpvar_63;
  tmpvar_63 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_64;
  tmpvar_64 = tmpvar_63;
  xlt_IN_59.hip_pack0 = tmpvar_64;
  vec3 tmpvar_65;
  tmpvar_65 = gl_TexCoord[1].xyz;
  vec3 tmpvar_66;
  tmpvar_66 = tmpvar_65;
  xlt_IN_59.lightDir = tmpvar_66;
  vec3 tmpvar_67;
  tmpvar_67 = gl_TexCoord[2].xyz;
  vec3 tmpvar_68;
  tmpvar_68 = tmpvar_67;
  xlt_IN_59.viewDir = tmpvar_68;
  vec2 tmpvar_69;
  tmpvar_69 = gl_TexCoord[3].xy;
  vec2 tmpvar_70;
  tmpvar_70 = tmpvar_69;
  xlt_IN_59._LightCoord = tmpvar_70;
  vec4 tmpvar_71;
  tmpvar_71 = frag_surf (xlt_IN_59);
  vec4 tmpvar_72;
  tmpvar_72 = tmpvar_71;
  xl_retval_60 = tmpvar_72;
  vec4 tmpvar_73;
  tmpvar_73 = xl_retval_60.xyzw;
  vec4 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  gl_FragData[0] = tmpvar_74;
}

