struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec3 viewDir;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec4 hip_screen;
  vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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;
}

vec4 UnpackNormal (
  in vec4 packednormal_33
)
{
  vec4 normal_34;
  vec2 tmpvar_35;
  tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
  normal_34.xy = tmpvar_35.xy.xy;
  float tmpvar_36;
  tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
  float tmpvar_37;
  tmpvar_37 = tmpvar_36;
  normal_34.z = vec3(tmpvar_37).z;
  return normal_34;
}

vec2 ParallaxOffset (
  in float h_38,
  in float height_39,
  in vec3 viewDir_40
)
{
  vec3 v_41;
  float tmpvar_42;
  tmpvar_42 = ((h_38 * height_39) - (height_39 / 2.0));
  h_38 = tmpvar_42;
  vec3 tmpvar_43;
  tmpvar_43 = normalize (viewDir_40);
  vec3 tmpvar_44;
  tmpvar_44 = tmpvar_43;
  v_41 = tmpvar_44;
  float tmpvar_45;
  tmpvar_45 = (v_41.z + 0.42);
  v_41.z = vec3(tmpvar_45).z;
  return (h_38 * (v_41.xy / v_41.z));
}

void surf (
  in Input IN_46,
  inout SurfaceOutput o_47
)
{
  vec4 c_48;
  vec2 offset_49;
  float h_50;
  vec4 tmpvar_51;
  tmpvar_51 = texture2D (_ParallaxMap, IN_46.uv_BumpMap);
  float tmpvar_52;
  tmpvar_52 = tmpvar_51.w;
  h_50 = tmpvar_52;
  vec2 tmpvar_53;
  tmpvar_53 = ParallaxOffset (h_50, _Parallax, IN_46.viewDir);
  vec2 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  offset_49 = tmpvar_54;
  vec2 tmpvar_55;
  tmpvar_55 = (IN_46.uv_MainTex + offset_49);
  IN_46.uv_MainTex = tmpvar_55;
  vec2 tmpvar_56;
  tmpvar_56 = (IN_46.uv_BumpMap + offset_49);
  IN_46.uv_BumpMap = tmpvar_56;
  vec4 tmpvar_57;
  tmpvar_57 = texture2D (_MainTex, IN_46.uv_MainTex);
  vec4 tmpvar_58;
  tmpvar_58 = (tmpvar_57 * _Color);
  c_48 = tmpvar_58;
  vec3 tmpvar_59;
  tmpvar_59 = c_48.xyz;
  o_47.Albedo = tmpvar_59;
  float tmpvar_60;
  tmpvar_60 = c_48.w;
  o_47.Alpha = tmpvar_60;
  vec4 tmpvar_61;
  tmpvar_61 = texture2D (_BumpMap, IN_46.uv_BumpMap);
  vec4 tmpvar_62;
  tmpvar_62 = UnpackNormal (tmpvar_61);
  vec3 tmpvar_63;
  tmpvar_63 = tmpvar_62.xyz;
  vec3 tmpvar_64;
  tmpvar_64 = tmpvar_63;
  o_47.Normal = tmpvar_64;
}

vec4 LightingLambert_PrePass (
  in SurfaceOutput s_65,
  in vec4 light_66
)
{
  vec4 c_67;
  vec3 tmpvar_68;
  tmpvar_68 = (s_65.Albedo * light_66.xyz);
  c_67.xyz = tmpvar_68.xyz.xyz;
  float tmpvar_69;
  tmpvar_69 = s_65.Alpha;
  c_67.w = vec4(tmpvar_69).w;
  return c_67;
}

vec3 DecodeLightmap (
  in vec4 color_70
)
{
  return (2.0 * color_70.xyz);
}

vec4 frag_surf (
  in v2f_surf IN_71
)
{
  vec4 col_72;
  vec3 lm_73;
  vec3 lmIndirect_74;
  vec3 lmFull_75;
  vec4 light_76;
  SurfaceOutput o_77;
  Input surfIN_78;
  vec2 tmpvar_79;
  tmpvar_79 = IN_71.hip_pack0.xy;
  surfIN_78.uv_MainTex = tmpvar_79;
  vec2 tmpvar_80;
  tmpvar_80 = IN_71.hip_pack0.zw;
  surfIN_78.uv_BumpMap = tmpvar_80;
  vec3 tmpvar_81;
  tmpvar_81 = IN_71.viewDir;
  surfIN_78.viewDir = tmpvar_81;
  vec3 tmpvar_82;
  tmpvar_82 = vec3(0.0, 0.0, 0.0);
  o_77.Albedo = tmpvar_82;
  vec3 tmpvar_83;
  tmpvar_83 = vec3(0.0, 0.0, 0.0);
  o_77.Emission = tmpvar_83;
  float tmpvar_84;
  tmpvar_84 = 0.0;
  o_77.Specular = tmpvar_84;
  float tmpvar_85;
  tmpvar_85 = 0.0;
  o_77.Alpha = tmpvar_85;
  float tmpvar_86;
  tmpvar_86 = 0.0;
  o_77.Gloss = tmpvar_86;
  surf (surfIN_78, o_77);
  vec4 tmpvar_87;
  tmpvar_87 = texture2DProj (_LightBuffer, IN_71.hip_screen);
  vec4 tmpvar_88;
  tmpvar_88 = tmpvar_87;
  light_76 = tmpvar_88;
  vec4 tmpvar_89;
  tmpvar_89 = log2 (light_76);
  vec4 tmpvar_90;
  tmpvar_90 = -(tmpvar_89);
  light_76 = tmpvar_90;
  vec4 tmpvar_91;
  tmpvar_91 = texture2D (unity_Lightmap, IN_71.hip_lmapFade.xy);
  vec3 tmpvar_92;
  tmpvar_92 = DecodeLightmap (tmpvar_91);
  vec3 tmpvar_93;
  tmpvar_93 = tmpvar_92;
  lmFull_75 = tmpvar_93;
  vec4 tmpvar_94;
  tmpvar_94 = texture2D (unity_LightmapInd, IN_71.hip_lmapFade.xy);
  vec3 tmpvar_95;
  tmpvar_95 = DecodeLightmap (tmpvar_94);
  vec3 tmpvar_96;
  tmpvar_96 = tmpvar_95;
  lmIndirect_74 = tmpvar_96;
  float tmpvar_97;
  tmpvar_97 = xll_saturate (IN_71.hip_lmapFade.z);
  vec3 tmpvar_98;
  tmpvar_98 = vec3(tmpvar_97);
  vec3 tmpvar_99;
  tmpvar_99 = mix (lmIndirect_74, lmFull_75, tmpvar_98);
  vec3 tmpvar_100;
  tmpvar_100 = tmpvar_99;
  lm_73 = tmpvar_100;
  vec3 tmpvar_101;
  tmpvar_101 = (light_76.xyz + lm_73);
  light_76.xyz = tmpvar_101.xyz.xyz;
  vec4 tmpvar_102;
  tmpvar_102 = LightingLambert_PrePass (o_77, light_76);
  vec4 tmpvar_103;
  tmpvar_103 = tmpvar_102;
  col_72 = tmpvar_103;
  return col_72;
}

void main ()
{
  v2f_surf xlt_IN_104;
  vec4 xl_retval_105;
  vec4 tmpvar_106;
  tmpvar_106 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_104.pos = tmpvar_106;
  float tmpvar_107;
  tmpvar_107 = xlv_FOG.x;
  xlt_IN_104.fog = tmpvar_107;
  vec4 tmpvar_108;
  tmpvar_108 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_109;
  tmpvar_109 = tmpvar_108;
  xlt_IN_104.hip_pack0 = tmpvar_109;
  vec3 tmpvar_110;
  tmpvar_110 = gl_TexCoord[1].xyz;
  vec3 tmpvar_111;
  tmpvar_111 = tmpvar_110;
  xlt_IN_104.viewDir = tmpvar_111;
  vec4 tmpvar_112;
  tmpvar_112 = gl_TexCoord[2].xyzw;
  vec4 tmpvar_113;
  tmpvar_113 = tmpvar_112;
  xlt_IN_104.hip_screen = tmpvar_113;
  vec3 tmpvar_114;
  tmpvar_114 = gl_TexCoord[3].xyz;
  vec3 tmpvar_115;
  tmpvar_115 = tmpvar_114;
  xlt_IN_104.hip_lmapFade = tmpvar_115;
  vec4 tmpvar_116;
  tmpvar_116 = frag_surf (xlt_IN_104);
  vec4 tmpvar_117;
  tmpvar_117 = tmpvar_116;
  xl_retval_105 = tmpvar_117;
  vec4 tmpvar_118;
  tmpvar_118 = xl_retval_105.xyzw;
  vec4 tmpvar_119;
  tmpvar_119 = tmpvar_118;
  gl_FragData[0] = tmpvar_119;
}

