struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

vec4 UnpackNormal (
  in vec4 packednormal_2
)
{
  vec4 normal_3;
  vec2 tmpvar_4;
  tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0);
  normal_3.xy = tmpvar_4.xy.xy;
  float tmpvar_5;
  tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
  float tmpvar_6;
  tmpvar_6 = tmpvar_5;
  normal_3.z = vec3(tmpvar_6).z;
  return normal_3;
}

void surf (
  in Input IN_7,
  inout SurfaceOutput o_8
)
{
  vec4 tex_9;
  vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex);
  vec4 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  tex_9 = tmpvar_11;
  vec3 tmpvar_12;
  tmpvar_12 = (tex_9.xyz * _Color.xyz);
  o_8.Albedo = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = tex_9.w;
  o_8.Gloss = tmpvar_13;
  float tmpvar_14;
  tmpvar_14 = (tex_9.w * _Color.w);
  o_8.Alpha = tmpvar_14;
  float tmpvar_15;
  tmpvar_15 = _Shininess;
  o_8.Specular = tmpvar_15;
  vec4 tmpvar_16;
  tmpvar_16 = texture2D (_BumpMap, IN_7.uv_BumpMap);
  vec4 tmpvar_17;
  tmpvar_17 = UnpackNormal (tmpvar_16);
  vec3 tmpvar_18;
  tmpvar_18 = tmpvar_17.xyz;
  vec3 tmpvar_19;
  tmpvar_19 = tmpvar_18;
  o_8.Normal = tmpvar_19;
}

vec4 LightingBlinnPhong_PrePass (
  in SurfaceOutput s_20,
  in vec4 light_21
)
{
  vec4 c_22;
  float spec_23;
  float tmpvar_24;
  tmpvar_24 = (light_21.w * s_20.Gloss);
  spec_23 = tmpvar_24;
  vec3 tmpvar_25;
  tmpvar_25 = ((s_20.Albedo * light_21.xyz) + ((light_21.xyz * _SpecColor.xyz) * spec_23));
  c_22.xyz = tmpvar_25.xyz.xyz;
  float tmpvar_26;
  tmpvar_26 = (s_20.Alpha + (spec_23 * _SpecColor.w));
  c_22.w = vec4(tmpvar_26).w;
  return c_22;
}

vec4 frag_surf (
  in v2f_surf IN_27
)
{
  vec4 col_28;
  vec4 light_29;
  SurfaceOutput o_30;
  Input surfIN_31;
  vec2 tmpvar_32;
  tmpvar_32 = IN_27.hip_pack0.xy;
  surfIN_31.uv_MainTex = tmpvar_32;
  vec3 tmpvar_33;
  tmpvar_33 = vec3(0.0, 0.0, 0.0);
  o_30.Albedo = tmpvar_33;
  vec3 tmpvar_34;
  tmpvar_34 = vec3(0.0, 0.0, 0.0);
  o_30.Emission = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = 0.0;
  o_30.Specular = tmpvar_35;
  float tmpvar_36;
  tmpvar_36 = 0.0;
  o_30.Alpha = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = 0.0;
  o_30.Gloss = tmpvar_37;
  surf (surfIN_31, o_30);
  xll_clip ((o_30.Alpha - _Cutoff));
  vec4 tmpvar_38;
  tmpvar_38 = texture2DProj (_LightBuffer, IN_27.hip_screen);
  vec4 tmpvar_39;
  tmpvar_39 = tmpvar_38;
  light_29 = tmpvar_39;
  vec4 tmpvar_40;
  tmpvar_40 = log2 (light_29);
  vec4 tmpvar_41;
  tmpvar_41 = -(tmpvar_40);
  light_29 = tmpvar_41;
  vec3 tmpvar_42;
  tmpvar_42 = (light_29.xyz + unity_Ambient.xyz);
  light_29.xyz = tmpvar_42.xyz.xyz;
  vec4 tmpvar_43;
  tmpvar_43 = LightingBlinnPhong_PrePass (o_30, light_29);
  vec4 tmpvar_44;
  tmpvar_44 = tmpvar_43;
  col_28 = tmpvar_44;
  return col_28;
}

void main ()
{
  v2f_surf xlt_IN_45;
  vec4 xl_retval_46;
  vec4 tmpvar_47;
  tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_45.pos = tmpvar_47;
  float tmpvar_48;
  tmpvar_48 = xlv_FOG.x;
  xlt_IN_45.fog = tmpvar_48;
  vec2 tmpvar_49;
  tmpvar_49 = gl_TexCoord[0].xy;
  vec2 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  xlt_IN_45.hip_pack0 = tmpvar_50;
  vec4 tmpvar_51;
  tmpvar_51 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  xlt_IN_45.hip_screen = tmpvar_52;
  vec4 tmpvar_53;
  tmpvar_53 = frag_surf (xlt_IN_45);
  vec4 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  xl_retval_46 = tmpvar_54;
  vec4 tmpvar_55;
  tmpvar_55 = xl_retval_46.xyzw;
  vec4 tmpvar_56;
  tmpvar_56 = tmpvar_55;
  gl_FragData[0] = tmpvar_56;
}

