struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_Illum;
  vec2 uv_BumpMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 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 sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
vec4 UnpackNormal (
  in vec4 packednormal_1
)
{
  vec4 normal_2;
  vec2 tmpvar_3;
  tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
  normal_2.xy = tmpvar_3.xy.xy;
  float tmpvar_4;
  tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
  float tmpvar_5;
  tmpvar_5 = tmpvar_4;
  normal_2.z = vec3(tmpvar_5).z;
  return normal_2;
}

void surf (
  in Input IN_6,
  inout SurfaceOutput o_7
)
{
  vec4 c_8;
  vec4 tex_9;
  vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex);
  vec4 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  tex_9 = tmpvar_11;
  vec4 tmpvar_12;
  tmpvar_12 = (tex_9 * _Color);
  c_8 = tmpvar_12;
  vec3 tmpvar_13;
  tmpvar_13 = c_8.xyz;
  o_7.Albedo = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum);
  vec3 tmpvar_15;
  tmpvar_15 = (c_8.xyz * tmpvar_14.w);
  o_7.Emission = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = tex_9.w;
  o_7.Gloss = tmpvar_16;
  float tmpvar_17;
  tmpvar_17 = c_8.w;
  o_7.Alpha = tmpvar_17;
  float tmpvar_18;
  tmpvar_18 = _Shininess;
  o_7.Specular = tmpvar_18;
  vec4 tmpvar_19;
  tmpvar_19 = texture2D (_BumpMap, IN_6.uv_BumpMap);
  vec4 tmpvar_20;
  tmpvar_20 = UnpackNormal (tmpvar_19);
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_20.xyz;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_21;
  o_7.Normal = tmpvar_22;
}

vec4 LightingBlinnPhong_PrePass (
  in SurfaceOutput s_23,
  in vec4 light_24
)
{
  vec4 c_25;
  float spec_26;
  float tmpvar_27;
  tmpvar_27 = (light_24.w * s_23.Gloss);
  spec_26 = tmpvar_27;
  vec3 tmpvar_28;
  tmpvar_28 = ((s_23.Albedo * light_24.xyz) + ((light_24.xyz * _SpecColor.xyz) * spec_26));
  c_25.xyz = tmpvar_28.xyz.xyz;
  float tmpvar_29;
  tmpvar_29 = (s_23.Alpha + (spec_26 * _SpecColor.w));
  c_25.w = vec4(tmpvar_29).w;
  return c_25;
}

vec4 frag_surf (
  in v2f_surf IN_30
)
{
  vec4 col_31;
  vec4 light_32;
  SurfaceOutput o_33;
  Input surfIN_34;
  vec2 tmpvar_35;
  tmpvar_35 = IN_30.hip_pack0.xy;
  surfIN_34.uv_MainTex = tmpvar_35;
  vec2 tmpvar_36;
  tmpvar_36 = IN_30.hip_pack0.zw;
  surfIN_34.uv_Illum = tmpvar_36;
  vec3 tmpvar_37;
  tmpvar_37 = vec3(0.0, 0.0, 0.0);
  o_33.Albedo = tmpvar_37;
  vec3 tmpvar_38;
  tmpvar_38 = vec3(0.0, 0.0, 0.0);
  o_33.Emission = tmpvar_38;
  float tmpvar_39;
  tmpvar_39 = 0.0;
  o_33.Specular = tmpvar_39;
  float tmpvar_40;
  tmpvar_40 = 0.0;
  o_33.Alpha = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = 0.0;
  o_33.Gloss = tmpvar_41;
  surf (surfIN_34, o_33);
  vec4 tmpvar_42;
  tmpvar_42 = texture2DProj (_LightBuffer, IN_30.hip_screen);
  vec4 tmpvar_43;
  tmpvar_43 = tmpvar_42;
  light_32 = tmpvar_43;
  vec4 tmpvar_44;
  tmpvar_44 = log2 (light_32);
  vec4 tmpvar_45;
  tmpvar_45 = -(tmpvar_44);
  light_32 = tmpvar_45;
  vec3 tmpvar_46;
  tmpvar_46 = (light_32.xyz + unity_Ambient.xyz);
  light_32.xyz = tmpvar_46.xyz.xyz;
  vec4 tmpvar_47;
  tmpvar_47 = LightingBlinnPhong_PrePass (o_33, light_32);
  vec4 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  col_31 = tmpvar_48;
  vec3 tmpvar_49;
  tmpvar_49 = (col_31.xyz + o_33.Emission);
  col_31.xyz = tmpvar_49.xyz.xyz;
  return col_31;
}

void main ()
{
  v2f_surf xlt_IN_50;
  vec4 xl_retval_51;
  vec4 tmpvar_52;
  tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_50.pos = tmpvar_52;
  float tmpvar_53;
  tmpvar_53 = xlv_FOG.x;
  xlt_IN_50.fog = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  xlt_IN_50.hip_pack0 = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  xlt_IN_50.hip_screen = tmpvar_57;
  vec4 tmpvar_58;
  tmpvar_58 = frag_surf (xlt_IN_50);
  vec4 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  xl_retval_51 = tmpvar_59;
  vec4 tmpvar_60;
  tmpvar_60 = xl_retval_51.xyzw;
  vec4 tmpvar_61;
  tmpvar_61 = tmpvar_60;
  gl_FragData[0] = tmpvar_61;
}

