struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec4 lop_color;
  vec3 normal;
  vec3 vlight;
  vec4 _ShadowCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

float unitySampleShadow (
  in vec4 shadowCoord_2
)
{
  float shadow_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2DProj (_ShadowMapTexture, shadowCoord_2);
  float tmpvar_5;
  tmpvar_5 = tmpvar_4.x;
  shadow_3 = tmpvar_5;
  return shadow_3;
}

void surf (
  in Input IN_6,
  inout SurfaceOutput o_7
)
{
  vec4 c_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
  vec4 tmpvar_10;
  tmpvar_10 = (tmpvar_9 * IN_6.color);
  c_8 = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = c_8.xyz;
  o_7.Albedo = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = c_8.w;
  o_7.Alpha = tmpvar_12;
}

vec4 LightingLambert (
  in SurfaceOutput s_13,
  in vec3 lightDir_14,
  in float atten_15
)
{
  vec4 c_16;
  float diff_17;
  float tmpvar_18;
  tmpvar_18 = dot (s_13.Normal, lightDir_14);
  float tmpvar_19;
  tmpvar_19 = max (0.0, tmpvar_18);
  float tmpvar_20;
  tmpvar_20 = tmpvar_19;
  diff_17 = tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0));
  c_16.xyz = tmpvar_21.xyz.xyz;
  float tmpvar_22;
  tmpvar_22 = s_13.Alpha;
  c_16.w = vec4(tmpvar_22).w;
  return c_16;
}

vec4 frag_surf (
  in v2f_surf IN_23
)
{
  vec4 c_24;
  float atten_25;
  SurfaceOutput o_26;
  Input surfIN_27;
  vec2 tmpvar_28;
  tmpvar_28 = IN_23.hip_pack0.xy;
  surfIN_27.uv_MainTex = tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = IN_23.lop_color;
  surfIN_27.color = tmpvar_29;
  vec3 tmpvar_30;
  tmpvar_30 = vec3(0.0, 0.0, 0.0);
  o_26.Albedo = tmpvar_30;
  vec3 tmpvar_31;
  tmpvar_31 = vec3(0.0, 0.0, 0.0);
  o_26.Emission = tmpvar_31;
  float tmpvar_32;
  tmpvar_32 = 0.0;
  o_26.Specular = tmpvar_32;
  float tmpvar_33;
  tmpvar_33 = 0.0;
  o_26.Alpha = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = 0.0;
  o_26.Gloss = tmpvar_34;
  vec3 tmpvar_35;
  tmpvar_35 = IN_23.normal;
  o_26.Normal = tmpvar_35;
  surf (surfIN_27, o_26);
  xll_clip ((o_26.Alpha - _Cutoff));
  float tmpvar_36;
  tmpvar_36 = unitySampleShadow (IN_23._ShadowCoord);
  float tmpvar_37;
  tmpvar_37 = tmpvar_36;
  atten_25 = tmpvar_37;
  vec4 tmpvar_38;
  tmpvar_38 = LightingLambert (o_26, _WorldSpaceLightPos0.xyz, atten_25);
  vec4 tmpvar_39;
  tmpvar_39 = tmpvar_38;
  c_24 = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = (c_24.xyz + (o_26.Albedo * IN_23.vlight));
  c_24.xyz = tmpvar_40.xyz.xyz;
  float tmpvar_41;
  tmpvar_41 = o_26.Alpha;
  c_24.w = vec4(tmpvar_41).w;
  return c_24;
}

void main ()
{
  v2f_surf xlt_IN_42;
  vec4 xl_retval_43;
  vec4 tmpvar_44;
  tmpvar_44 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_42.pos = tmpvar_44;
  float tmpvar_45;
  tmpvar_45 = xlv_FOG.x;
  xlt_IN_42.fog = tmpvar_45;
  vec2 tmpvar_46;
  tmpvar_46 = gl_TexCoord[0].xy;
  vec2 tmpvar_47;
  tmpvar_47 = tmpvar_46;
  xlt_IN_42.hip_pack0 = tmpvar_47;
  vec4 tmpvar_48;
  tmpvar_48 = gl_Color.xyzw;
  vec4 tmpvar_49;
  tmpvar_49 = tmpvar_48;
  xlt_IN_42.lop_color = tmpvar_49;
  vec3 tmpvar_50;
  tmpvar_50 = gl_TexCoord[1].xyz;
  vec3 tmpvar_51;
  tmpvar_51 = tmpvar_50;
  xlt_IN_42.normal = tmpvar_51;
  vec3 tmpvar_52;
  tmpvar_52 = gl_TexCoord[2].xyz;
  vec3 tmpvar_53;
  tmpvar_53 = tmpvar_52;
  xlt_IN_42.vlight = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  xlt_IN_42._ShadowCoord = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = frag_surf (xlt_IN_42);
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  xl_retval_43 = tmpvar_57;
  vec4 tmpvar_58;
  tmpvar_58 = xl_retval_43.xyzw;
  vec4 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  gl_FragData[0] = tmpvar_59;
}

