struct LeafSurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  vec3 Translucency;
  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 lightDir;
  vec3 viewDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _TranslucencyMap;
uniform vec4 _TranslucencyColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _GlossMap;
uniform float _Cutoff;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

float xll_saturate (
  in float x_2
)
{
  float tmpvar_3;
  tmpvar_3 = clamp (x_2, 0.0, 1.0);
  return tmpvar_3;
}

vec2 xll_saturate (
  in vec2 x_4
)
{
  vec2 tmpvar_5;
  tmpvar_5 = clamp (x_4, 0.0, 1.0);
  return tmpvar_5;
}

vec3 xll_saturate (
  in vec3 x_6
)
{
  vec3 tmpvar_7;
  tmpvar_7 = clamp (x_6, 0.0, 1.0);
  return tmpvar_7;
}

vec4 xll_saturate (
  in vec4 x_8
)
{
  vec4 tmpvar_9;
  tmpvar_9 = clamp (x_8, 0.0, 1.0);
  return tmpvar_9;
}

mat2 xll_saturate (
  in mat2 m_10
)
{
  vec2 tmpvar_11;
  tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
  vec2 tmpvar_12;
  tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
  mat2 tmpvar_13;
  vec2 tmpvar_14;
  tmpvar_14 = tmpvar_11;
  tmpvar_13[0] = tmpvar_14;
  vec2 tmpvar_15;
  tmpvar_15 = tmpvar_12;
  tmpvar_13[1] = tmpvar_15;
  return tmpvar_13;
}

mat3 xll_saturate (
  in mat3 m_16
)
{
  vec3 tmpvar_17;
  tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
  vec3 tmpvar_18;
  tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
  vec3 tmpvar_19;
  tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
  mat3 tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_17;
  tmpvar_20[0] = tmpvar_21;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_18;
  tmpvar_20[1] = tmpvar_22;
  vec3 tmpvar_23;
  tmpvar_23 = tmpvar_19;
  tmpvar_20[2] = tmpvar_23;
  return tmpvar_20;
}

mat4 xll_saturate (
  in mat4 m_24
)
{
  vec4 tmpvar_25;
  tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
  vec4 tmpvar_26;
  tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
  vec4 tmpvar_27;
  tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
  vec4 tmpvar_28;
  tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
  mat4 tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = tmpvar_25;
  tmpvar_29[0] = tmpvar_30;
  vec4 tmpvar_31;
  tmpvar_31 = tmpvar_26;
  tmpvar_29[1] = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = tmpvar_27;
  tmpvar_29[2] = tmpvar_32;
  vec4 tmpvar_33;
  tmpvar_33 = tmpvar_28;
  tmpvar_29[3] = tmpvar_33;
  return tmpvar_29;
}

vec4 UnpackNormal (
  in vec4 packednormal_34
)
{
  vec4 normal_35;
  vec2 tmpvar_36;
  tmpvar_36 = ((packednormal_34.wy * 2.0) - 1.0);
  normal_35.xy = tmpvar_36.xy.xy;
  float tmpvar_37;
  tmpvar_37 = sqrt (((1.0 - (normal_35.x * normal_35.x)) - (normal_35.y * normal_35.y)));
  float tmpvar_38;
  tmpvar_38 = tmpvar_37;
  normal_35.z = vec3(tmpvar_38).z;
  return normal_35;
}

void surf (
  in Input IN_39,
  inout LeafSurfaceOutput o_40
)
{
  vec4 c_41;
  vec4 tmpvar_42;
  tmpvar_42 = texture2D (_MainTex, IN_39.uv_MainTex);
  vec4 tmpvar_43;
  tmpvar_43 = tmpvar_42;
  c_41 = tmpvar_43;
  vec3 tmpvar_44;
  tmpvar_44 = (c_41.xyz * IN_39.color.xyz);
  o_40.Albedo = tmpvar_44;
  vec4 tmpvar_45;
  tmpvar_45 = texture2D (_TranslucencyMap, IN_39.uv_MainTex);
  vec3 tmpvar_46;
  tmpvar_46 = _TranslucencyColor.xyz;
  vec3 tmpvar_47;
  tmpvar_47 = (tmpvar_45.xyz * tmpvar_46);
  o_40.Translucency = tmpvar_47;
  vec4 tmpvar_48;
  tmpvar_48 = texture2D (_GlossMap, IN_39.uv_MainTex);
  float tmpvar_49;
  tmpvar_49 = tmpvar_48.w;
  o_40.Gloss = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = (c_41.w * IN_39.color.w);
  o_40.Alpha = tmpvar_50;
  float tmpvar_51;
  tmpvar_51 = _Shininess;
  o_40.Specular = tmpvar_51;
  vec4 tmpvar_52;
  tmpvar_52 = texture2D (_BumpMap, IN_39.uv_MainTex);
  vec4 tmpvar_53;
  tmpvar_53 = UnpackNormal (tmpvar_52);
  vec3 tmpvar_54;
  tmpvar_54 = tmpvar_53.xyz;
  vec3 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  o_40.Normal = tmpvar_55;
}

vec4 LightingTreeLeaf (
  in LeafSurfaceOutput s_56,
  in vec3 lightDir_57,
  in vec3 viewDir_58,
  in float atten_59
)
{
  vec4 c_60;
  vec3 col_61;
  vec3 translucencyColor_62;
  float trans_63;
  float spec_64;
  float nh_65;
  float diff_66;
  vec3 h_67;
  vec3 tmpvar_68;
  tmpvar_68 = normalize ((lightDir_57 + viewDir_58));
  vec3 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  h_67 = tmpvar_69;
  float tmpvar_70;
  tmpvar_70 = dot (s_56.Normal, lightDir_57);
  float tmpvar_71;
  tmpvar_71 = tmpvar_70;
  diff_66 = tmpvar_71;
  float tmpvar_72;
  tmpvar_72 = dot (s_56.Normal, h_67);
  float tmpvar_73;
  tmpvar_73 = max (0.0, tmpvar_72);
  float tmpvar_74;
  tmpvar_74 = tmpvar_73;
  nh_65 = tmpvar_74;
  float tmpvar_75;
  tmpvar_75 = pow (nh_65, (s_56.Specular * 128.0));
  float tmpvar_76;
  tmpvar_76 = (tmpvar_75 * s_56.Gloss);
  spec_64 = tmpvar_76;
  float tmpvar_77;
  tmpvar_77 = max (0.0, -(diff_66));
  float tmpvar_78;
  tmpvar_78 = tmpvar_77;
  trans_63 = tmpvar_78;
  vec3 tmpvar_79;
  tmpvar_79 = ((s_56.Translucency * trans_63) * 2.0);
  translucencyColor_62 = tmpvar_79;
  float tmpvar_80;
  tmpvar_80 = max (0.0, ((diff_66 * 0.5) + 0.5));
  float tmpvar_81;
  tmpvar_81 = tmpvar_80;
  diff_66 = tmpvar_81;
  vec3 tmpvar_82;
  tmpvar_82 = (s_56.Albedo * (diff_66 + translucencyColor_62));
  col_61 = tmpvar_82;
  float tmpvar_83;
  tmpvar_83 = ceil (trans_63);
  float tmpvar_84;
  tmpvar_84 = xll_saturate (tmpvar_83);
  vec3 tmpvar_85;
  tmpvar_85 = (col_61 + (spec_64 * (1.0 - tmpvar_84)));
  col_61 = tmpvar_85;
  vec3 tmpvar_86;
  tmpvar_86 = (col_61 * _LightColor0.xyz);
  col_61 = tmpvar_86;
  vec3 tmpvar_87;
  tmpvar_87 = (col_61 * (atten_59 * 2.0));
  c_60.xyz = tmpvar_87.xyz.xyz;
  return c_60;
}

vec4 frag_surf (
  in v2f_surf IN_88
)
{
  vec4 c_89;
  vec3 lightDir_90;
  LeafSurfaceOutput o_91;
  Input surfIN_92;
  vec2 tmpvar_93;
  tmpvar_93 = IN_88.hip_pack0.xy;
  surfIN_92.uv_MainTex = tmpvar_93;
  vec4 tmpvar_94;
  tmpvar_94 = IN_88.lop_color;
  surfIN_92.color = tmpvar_94;
  vec3 tmpvar_95;
  tmpvar_95 = vec3(0.0, 0.0, 0.0);
  o_91.Albedo = tmpvar_95;
  vec3 tmpvar_96;
  tmpvar_96 = vec3(0.0, 0.0, 0.0);
  o_91.Emission = tmpvar_96;
  float tmpvar_97;
  tmpvar_97 = 0.0;
  o_91.Specular = tmpvar_97;
  float tmpvar_98;
  tmpvar_98 = 0.0;
  o_91.Alpha = tmpvar_98;
  surf (surfIN_92, o_91);
  xll_clip ((o_91.Alpha - _Cutoff));
  vec3 tmpvar_99;
  tmpvar_99 = IN_88.lightDir;
  lightDir_90 = tmpvar_99;
  vec3 tmpvar_100;
  tmpvar_100 = normalize (lightDir_90);
  vec3 tmpvar_101;
  tmpvar_101 = tmpvar_100;
  lightDir_90 = tmpvar_101;
  vec3 tmpvar_102;
  tmpvar_102 = IN_88.viewDir.xyz;
  vec3 tmpvar_103;
  tmpvar_103 = normalize (tmpvar_102);
  float tmpvar_104;
  tmpvar_104 = dot (IN_88._LightCoord, IN_88._LightCoord);
  vec2 tmpvar_105;
  tmpvar_105 = vec2(tmpvar_104);
  vec2 tmpvar_106;
  tmpvar_106 = tmpvar_105.xy;
  vec4 tmpvar_107;
  tmpvar_107 = texture2D (_LightTextureB0, tmpvar_106);
  vec4 tmpvar_108;
  tmpvar_108 = textureCube (_LightTexture0, IN_88._LightCoord);
  vec4 tmpvar_109;
  tmpvar_109 = LightingTreeLeaf (o_91, lightDir_90, tmpvar_103, (tmpvar_107.w * tmpvar_108.w));
  vec4 tmpvar_110;
  tmpvar_110 = tmpvar_109;
  c_89 = tmpvar_110;
  float tmpvar_111;
  tmpvar_111 = o_91.Alpha;
  c_89.w = vec4(tmpvar_111).w;
  return c_89;
}

void main ()
{
  v2f_surf xlt_IN_112;
  vec4 xl_retval_113;
  vec4 tmpvar_114;
  tmpvar_114 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_112.pos = tmpvar_114;
  float tmpvar_115;
  tmpvar_115 = xlv_FOG.x;
  xlt_IN_112.fog = tmpvar_115;
  vec2 tmpvar_116;
  tmpvar_116 = gl_TexCoord[0].xy;
  vec2 tmpvar_117;
  tmpvar_117 = tmpvar_116;
  xlt_IN_112.hip_pack0 = tmpvar_117;
  vec4 tmpvar_118;
  tmpvar_118 = gl_Color.xyzw;
  vec4 tmpvar_119;
  tmpvar_119 = tmpvar_118;
  xlt_IN_112.lop_color = tmpvar_119;
  vec3 tmpvar_120;
  tmpvar_120 = gl_TexCoord[1].xyz;
  vec3 tmpvar_121;
  tmpvar_121 = tmpvar_120;
  xlt_IN_112.lightDir = tmpvar_121;
  vec3 tmpvar_122;
  tmpvar_122 = gl_TexCoord[2].xyz;
  vec3 tmpvar_123;
  tmpvar_123 = tmpvar_122;
  xlt_IN_112.viewDir = tmpvar_123;
  vec3 tmpvar_124;
  tmpvar_124 = gl_TexCoord[3].xyz;
  vec3 tmpvar_125;
  tmpvar_125 = tmpvar_124;
  xlt_IN_112._LightCoord = tmpvar_125;
  vec4 tmpvar_126;
  tmpvar_126 = frag_surf (xlt_IN_112);
  vec4 tmpvar_127;
  tmpvar_127 = tmpvar_126;
  xl_retval_113 = tmpvar_127;
  vec4 tmpvar_128;
  tmpvar_128 = xl_retval_113.xyzw;
  vec4 tmpvar_129;
  tmpvar_129 = tmpvar_128;
  gl_FragData[0] = tmpvar_129;
}

