struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv2_LightMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec3 normal;
  vec3 lightDir;
  vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightMap;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec4 lm_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
  vec3 tmpvar_5;
  tmpvar_5 = _Color.xyz;
  vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_4.xyz * tmpvar_5);
  o_2.Albedo = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_LightMap, IN_1.uv2_LightMap);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  lm_3 = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = (lm_3.xyz * o_2.Albedo.xyz);
  o_2.Emission = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = (lm_3.w * _Color.w);
  o_2.Alpha = tmpvar_10;
}

float UnitySpotCookie (
  in vec4 LightCoord_11
)
{
  vec4 tmpvar_12;
  tmpvar_12 = texture2D (_LightTexture0, ((LightCoord_11.xy / LightCoord_11.w) + 0.5));
  return tmpvar_12.w;
}

float UnitySpotAttenuate (
  in vec3 LightCoord_13
)
{
  float tmpvar_14;
  tmpvar_14 = dot (LightCoord_13, LightCoord_13);
  vec2 tmpvar_15;
  tmpvar_15 = vec2(tmpvar_14);
  vec2 tmpvar_16;
  tmpvar_16 = tmpvar_15.xy;
  vec4 tmpvar_17;
  tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16);
  return tmpvar_17.w;
}

vec4 LightingLambert (
  in SurfaceOutput s_18,
  in vec3 lightDir_19,
  in float atten_20
)
{
  vec4 c_21;
  float diff_22;
  float tmpvar_23;
  tmpvar_23 = dot (s_18.Normal, lightDir_19);
  float tmpvar_24;
  tmpvar_24 = max (0.0, tmpvar_23);
  float tmpvar_25;
  tmpvar_25 = tmpvar_24;
  diff_22 = tmpvar_25;
  vec3 tmpvar_26;
  tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
  c_21.xyz = tmpvar_26.xyz.xyz;
  float tmpvar_27;
  tmpvar_27 = s_18.Alpha;
  c_21.w = vec4(tmpvar_27).w;
  return c_21;
}

vec4 frag_surf (
  in v2f_surf IN_28
)
{
  vec4 c_29;
  vec3 lightDir_30;
  SurfaceOutput o_31;
  Input surfIN_32;
  vec2 tmpvar_33;
  tmpvar_33 = IN_28.hip_pack0.xy;
  surfIN_32.uv_MainTex = tmpvar_33;
  vec3 tmpvar_34;
  tmpvar_34 = vec3(0.0, 0.0, 0.0);
  o_31.Albedo = tmpvar_34;
  vec3 tmpvar_35;
  tmpvar_35 = vec3(0.0, 0.0, 0.0);
  o_31.Emission = tmpvar_35;
  float tmpvar_36;
  tmpvar_36 = 0.0;
  o_31.Specular = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = 0.0;
  o_31.Alpha = tmpvar_37;
  float tmpvar_38;
  tmpvar_38 = 0.0;
  o_31.Gloss = tmpvar_38;
  vec3 tmpvar_39;
  tmpvar_39 = IN_28.normal;
  o_31.Normal = tmpvar_39;
  surf (surfIN_32, o_31);
  vec3 tmpvar_40;
  tmpvar_40 = IN_28.lightDir;
  lightDir_30 = tmpvar_40;
  vec3 tmpvar_41;
  tmpvar_41 = normalize (lightDir_30);
  vec3 tmpvar_42;
  tmpvar_42 = tmpvar_41;
  lightDir_30 = tmpvar_42;
  float tmpvar_43;
  tmpvar_43 = UnitySpotCookie (IN_28._LightCoord);
  float tmpvar_44;
  tmpvar_44 = UnitySpotAttenuate (IN_28._LightCoord.xyz);
  vec4 tmpvar_45;
  tmpvar_45 = LightingLambert (o_31, lightDir_30, ((float((IN_28._LightCoord.z > 0.0)) * tmpvar_43) * tmpvar_44));
  vec4 tmpvar_46;
  tmpvar_46 = tmpvar_45;
  c_29 = tmpvar_46;
  float tmpvar_47;
  tmpvar_47 = 0.0;
  c_29.w = vec4(tmpvar_47).w;
  return c_29;
}

void main ()
{
  v2f_surf xlt_IN_48;
  vec4 xl_retval_49;
  vec4 tmpvar_50;
  tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_48.pos = tmpvar_50;
  float tmpvar_51;
  tmpvar_51 = xlv_FOG.x;
  xlt_IN_48.fog = tmpvar_51;
  vec2 tmpvar_52;
  tmpvar_52 = gl_TexCoord[0].xy;
  vec2 tmpvar_53;
  tmpvar_53 = tmpvar_52;
  xlt_IN_48.hip_pack0 = tmpvar_53;
  vec3 tmpvar_54;
  tmpvar_54 = gl_TexCoord[1].xyz;
  vec3 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  xlt_IN_48.normal = tmpvar_55;
  vec3 tmpvar_56;
  tmpvar_56 = gl_TexCoord[2].xyz;
  vec3 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  xlt_IN_48.lightDir = tmpvar_57;
  vec4 tmpvar_58;
  tmpvar_58 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  xlt_IN_48._LightCoord = tmpvar_59;
  vec4 tmpvar_60;
  tmpvar_60 = frag_surf (xlt_IN_48);
  vec4 tmpvar_61;
  tmpvar_61 = tmpvar_60;
  xl_retval_49 = tmpvar_61;
  vec4 tmpvar_62;
  tmpvar_62 = xl_retval_49.xyzw;
  vec4 tmpvar_63;
  tmpvar_63 = tmpvar_62;
  gl_FragData[0] = tmpvar_63;
}

