struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec4 screenPos;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec3 normal;
  vec3 lightDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec2 uv_3;
  vec2 tmpvar_4;
  tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
  uv_3 = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
  uv_3 = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = vec3(0.5, 0.5, 0.5);
  o_2.Albedo = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, uv_3);
  vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_7.xyz * 0.5);
  o_2.Emission = tmpvar_8;
}

vec4 LightingLambert (
  in SurfaceOutput s_9,
  in vec3 lightDir_10,
  in float atten_11
)
{
  vec4 c_12;
  float diff_13;
  float tmpvar_14;
  tmpvar_14 = dot (s_9.Normal, lightDir_10);
  float tmpvar_15;
  tmpvar_15 = max (0.0, tmpvar_14);
  float tmpvar_16;
  tmpvar_16 = tmpvar_15;
  diff_13 = tmpvar_16;
  vec3 tmpvar_17;
  tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0));
  c_12.xyz = tmpvar_17.xyz.xyz;
  float tmpvar_18;
  tmpvar_18 = s_9.Alpha;
  c_12.w = vec4(tmpvar_18).w;
  return c_12;
}

vec4 frag_surf (
  in v2f_surf IN_19
)
{
  vec4 c_20;
  vec3 lightDir_21;
  Input surfIN_22;
  SurfaceOutput o_23;
  vec3 tmpvar_24;
  tmpvar_24 = vec3(0.0, 0.0, 0.0);
  o_23.Albedo = tmpvar_24;
  vec3 tmpvar_25;
  tmpvar_25 = vec3(0.0, 0.0, 0.0);
  o_23.Emission = tmpvar_25;
  float tmpvar_26;
  tmpvar_26 = 0.0;
  o_23.Specular = tmpvar_26;
  float tmpvar_27;
  tmpvar_27 = 0.0;
  o_23.Alpha = tmpvar_27;
  float tmpvar_28;
  tmpvar_28 = 0.0;
  o_23.Gloss = tmpvar_28;
  vec3 tmpvar_29;
  tmpvar_29 = IN_19.normal;
  o_23.Normal = tmpvar_29;
  surf (surfIN_22, o_23);
  vec3 tmpvar_30;
  tmpvar_30 = IN_19.lightDir;
  lightDir_21 = tmpvar_30;
  vec3 tmpvar_31;
  tmpvar_31 = normalize (lightDir_21);
  vec3 tmpvar_32;
  tmpvar_32 = tmpvar_31;
  lightDir_21 = tmpvar_32;
  float tmpvar_33;
  tmpvar_33 = dot (IN_19._LightCoord, IN_19._LightCoord);
  vec2 tmpvar_34;
  tmpvar_34 = vec2(tmpvar_33);
  vec2 tmpvar_35;
  tmpvar_35 = tmpvar_34.xy;
  vec4 tmpvar_36;
  tmpvar_36 = texture2D (_LightTextureB0, tmpvar_35);
  vec4 tmpvar_37;
  tmpvar_37 = textureCube (_LightTexture0, IN_19._LightCoord);
  vec4 tmpvar_38;
  tmpvar_38 = LightingLambert (o_23, lightDir_21, (tmpvar_36.w * tmpvar_37.w));
  vec4 tmpvar_39;
  tmpvar_39 = tmpvar_38;
  c_20 = tmpvar_39;
  float tmpvar_40;
  tmpvar_40 = 0.0;
  c_20.w = vec4(tmpvar_40).w;
  return c_20;
}

void main ()
{
  v2f_surf xlt_IN_41;
  vec4 xl_retval_42;
  vec4 tmpvar_43;
  tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_41.pos = tmpvar_43;
  float tmpvar_44;
  tmpvar_44 = xlv_FOG.x;
  xlt_IN_41.fog = tmpvar_44;
  vec3 tmpvar_45;
  tmpvar_45 = gl_TexCoord[0].xyz;
  vec3 tmpvar_46;
  tmpvar_46 = tmpvar_45;
  xlt_IN_41.normal = tmpvar_46;
  vec3 tmpvar_47;
  tmpvar_47 = gl_TexCoord[1].xyz;
  vec3 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  xlt_IN_41.lightDir = tmpvar_48;
  vec3 tmpvar_49;
  tmpvar_49 = gl_TexCoord[2].xyz;
  vec3 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  xlt_IN_41._LightCoord = tmpvar_50;
  vec4 tmpvar_51;
  tmpvar_51 = frag_surf (xlt_IN_41);
  vec4 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  xl_retval_42 = tmpvar_52;
  vec4 tmpvar_53;
  tmpvar_53 = xl_retval_42.xyzw;
  vec4 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  gl_FragData[0] = tmpvar_54;
}

