struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_DecalTex;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _DecalTex;
uniform vec4 _Color;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec4 decal_3;
  vec4 c_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  c_4 = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_DecalTex, IN_1.uv_DecalTex);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  decal_3 = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = vec3(decal_3.w);
  vec3 tmpvar_10;
  tmpvar_10 = mix (c_4.xyz, decal_3.xyz, tmpvar_9);
  vec3 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  c_4.xyz = tmpvar_11.xyz.xyz;
  vec4 tmpvar_12;
  tmpvar_12 = (c_4 * _Color);
  c_4 = tmpvar_12;
  vec3 tmpvar_13;
  tmpvar_13 = c_4.xyz;
  o_2.Albedo = tmpvar_13;
  float tmpvar_14;
  tmpvar_14 = c_4.w;
  o_2.Alpha = tmpvar_14;
}

vec4 LightingLambert_PrePass (
  in SurfaceOutput s_15,
  in vec4 light_16
)
{
  vec4 c_17;
  vec3 tmpvar_18;
  tmpvar_18 = (s_15.Albedo * light_16.xyz);
  c_17.xyz = tmpvar_18.xyz.xyz;
  float tmpvar_19;
  tmpvar_19 = s_15.Alpha;
  c_17.w = vec4(tmpvar_19).w;
  return c_17;
}

vec4 frag_surf (
  in v2f_surf IN_20
)
{
  vec4 col_21;
  vec4 light_22;
  SurfaceOutput o_23;
  Input surfIN_24;
  vec2 tmpvar_25;
  tmpvar_25 = IN_20.hip_pack0.xy;
  surfIN_24.uv_MainTex = tmpvar_25;
  vec2 tmpvar_26;
  tmpvar_26 = IN_20.hip_pack0.zw;
  surfIN_24.uv_DecalTex = tmpvar_26;
  vec3 tmpvar_27;
  tmpvar_27 = vec3(0.0, 0.0, 0.0);
  o_23.Albedo = tmpvar_27;
  vec3 tmpvar_28;
  tmpvar_28 = vec3(0.0, 0.0, 0.0);
  o_23.Emission = tmpvar_28;
  float tmpvar_29;
  tmpvar_29 = 0.0;
  o_23.Specular = tmpvar_29;
  float tmpvar_30;
  tmpvar_30 = 0.0;
  o_23.Alpha = tmpvar_30;
  float tmpvar_31;
  tmpvar_31 = 0.0;
  o_23.Gloss = tmpvar_31;
  surf (surfIN_24, o_23);
  vec4 tmpvar_32;
  tmpvar_32 = texture2DProj (_LightBuffer, IN_20.hip_screen);
  vec4 tmpvar_33;
  tmpvar_33 = tmpvar_32;
  light_22 = tmpvar_33;
  vec4 tmpvar_34;
  tmpvar_34 = log2 (light_22);
  vec4 tmpvar_35;
  tmpvar_35 = -(tmpvar_34);
  light_22 = tmpvar_35;
  vec3 tmpvar_36;
  tmpvar_36 = (light_22.xyz + unity_Ambient.xyz);
  light_22.xyz = tmpvar_36.xyz.xyz;
  vec4 tmpvar_37;
  tmpvar_37 = LightingLambert_PrePass (o_23, light_22);
  vec4 tmpvar_38;
  tmpvar_38 = tmpvar_37;
  col_21 = tmpvar_38;
  return col_21;
}

void main ()
{
  v2f_surf xlt_IN_39;
  vec4 xl_retval_40;
  vec4 tmpvar_41;
  tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_39.pos = tmpvar_41;
  float tmpvar_42;
  tmpvar_42 = xlv_FOG.x;
  xlt_IN_39.fog = tmpvar_42;
  vec4 tmpvar_43;
  tmpvar_43 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_44;
  tmpvar_44 = tmpvar_43;
  xlt_IN_39.hip_pack0 = tmpvar_44;
  vec4 tmpvar_45;
  tmpvar_45 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_46;
  tmpvar_46 = tmpvar_45;
  xlt_IN_39.hip_screen = tmpvar_46;
  vec4 tmpvar_47;
  tmpvar_47 = frag_surf (xlt_IN_39);
  vec4 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  xl_retval_40 = tmpvar_48;
  vec4 tmpvar_49;
  tmpvar_49 = xl_retval_40.xyzw;
  vec4 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  gl_FragData[0] = tmpvar_50;
}

