struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec2 uv_Illum;
  vec3 viewDir;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec3 lightDir;
  vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
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;
}

vec2 ParallaxOffset (
  in float h_6,
  in float height_7,
  in vec3 viewDir_8
)
{
  vec3 v_9;
  float tmpvar_10;
  tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
  h_6 = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = normalize (viewDir_8);
  vec3 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  v_9 = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = (v_9.z + 0.42);
  v_9.z = vec3(tmpvar_13).z;
  return (h_6 * (v_9.xy / v_9.z));
}

void surf (
  in Input IN_14,
  inout SurfaceOutput o_15
)
{
  vec4 c_16;
  vec2 offset_17;
  float h_18;
  vec4 tmpvar_19;
  tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
  float tmpvar_20;
  tmpvar_20 = tmpvar_19.w;
  h_18 = tmpvar_20;
  vec2 tmpvar_21;
  tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir);
  vec2 tmpvar_22;
  tmpvar_22 = tmpvar_21;
  offset_17 = tmpvar_22;
  vec2 tmpvar_23;
  tmpvar_23 = (IN_14.uv_MainTex + offset_17);
  IN_14.uv_MainTex = tmpvar_23;
  vec2 tmpvar_24;
  tmpvar_24 = (IN_14.uv_BumpMap + offset_17);
  IN_14.uv_BumpMap = tmpvar_24;
  vec2 tmpvar_25;
  tmpvar_25 = (IN_14.uv_Illum + offset_17);
  IN_14.uv_Illum = tmpvar_25;
  vec4 tmpvar_26;
  tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex);
  vec4 tmpvar_27;
  tmpvar_27 = (tmpvar_26 * _Color);
  c_16 = tmpvar_27;
  vec3 tmpvar_28;
  tmpvar_28 = c_16.xyz;
  o_15.Albedo = tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum);
  vec3 tmpvar_30;
  tmpvar_30 = (c_16.xyz * tmpvar_29.w);
  o_15.Emission = tmpvar_30;
  float tmpvar_31;
  tmpvar_31 = c_16.w;
  o_15.Alpha = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
  vec4 tmpvar_33;
  tmpvar_33 = UnpackNormal (tmpvar_32);
  vec3 tmpvar_34;
  tmpvar_34 = tmpvar_33.xyz;
  vec3 tmpvar_35;
  tmpvar_35 = tmpvar_34;
  o_15.Normal = tmpvar_35;
}

vec4 LightingLambert (
  in SurfaceOutput s_36,
  in vec3 lightDir_37,
  in float atten_38
)
{
  vec4 c_39;
  float diff_40;
  float tmpvar_41;
  tmpvar_41 = dot (s_36.Normal, lightDir_37);
  float tmpvar_42;
  tmpvar_42 = max (0.0, tmpvar_41);
  float tmpvar_43;
  tmpvar_43 = tmpvar_42;
  diff_40 = tmpvar_43;
  vec3 tmpvar_44;
  tmpvar_44 = ((s_36.Albedo * _LightColor0.xyz) * ((diff_40 * atten_38) * 2.0));
  c_39.xyz = tmpvar_44.xyz.xyz;
  float tmpvar_45;
  tmpvar_45 = s_36.Alpha;
  c_39.w = vec4(tmpvar_45).w;
  return c_39;
}

vec4 frag_surf (
  in v2f_surf IN_46
)
{
  vec4 c_47;
  vec3 lightDir_48;
  SurfaceOutput o_49;
  Input surfIN_50;
  vec2 tmpvar_51;
  tmpvar_51 = IN_46.hip_pack0.xy;
  surfIN_50.uv_MainTex = tmpvar_51;
  vec2 tmpvar_52;
  tmpvar_52 = IN_46.hip_pack0.zw;
  surfIN_50.uv_BumpMap = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = IN_46.viewDir;
  surfIN_50.viewDir = tmpvar_53;
  vec3 tmpvar_54;
  tmpvar_54 = vec3(0.0, 0.0, 0.0);
  o_49.Albedo = tmpvar_54;
  vec3 tmpvar_55;
  tmpvar_55 = vec3(0.0, 0.0, 0.0);
  o_49.Emission = tmpvar_55;
  float tmpvar_56;
  tmpvar_56 = 0.0;
  o_49.Specular = tmpvar_56;
  float tmpvar_57;
  tmpvar_57 = 0.0;
  o_49.Alpha = tmpvar_57;
  float tmpvar_58;
  tmpvar_58 = 0.0;
  o_49.Gloss = tmpvar_58;
  surf (surfIN_50, o_49);
  vec3 tmpvar_59;
  tmpvar_59 = IN_46.lightDir;
  lightDir_48 = tmpvar_59;
  vec4 tmpvar_60;
  tmpvar_60 = texture2D (_LightTexture0, IN_46._LightCoord);
  vec4 tmpvar_61;
  tmpvar_61 = LightingLambert (o_49, lightDir_48, (tmpvar_60.w * 1.0));
  vec4 tmpvar_62;
  tmpvar_62 = tmpvar_61;
  c_47 = tmpvar_62;
  float tmpvar_63;
  tmpvar_63 = 0.0;
  c_47.w = vec4(tmpvar_63).w;
  return c_47;
}

void main ()
{
  v2f_surf xlt_IN_64;
  vec4 xl_retval_65;
  vec4 tmpvar_66;
  tmpvar_66 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_64.pos = tmpvar_66;
  float tmpvar_67;
  tmpvar_67 = xlv_FOG.x;
  xlt_IN_64.fog = tmpvar_67;
  vec4 tmpvar_68;
  tmpvar_68 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  xlt_IN_64.hip_pack0 = tmpvar_69;
  vec3 tmpvar_70;
  tmpvar_70 = gl_TexCoord[1].xyz;
  vec3 tmpvar_71;
  tmpvar_71 = tmpvar_70;
  xlt_IN_64.viewDir = tmpvar_71;
  vec3 tmpvar_72;
  tmpvar_72 = gl_TexCoord[2].xyz;
  vec3 tmpvar_73;
  tmpvar_73 = tmpvar_72;
  xlt_IN_64.lightDir = tmpvar_73;
  vec2 tmpvar_74;
  tmpvar_74 = gl_TexCoord[3].xy;
  vec2 tmpvar_75;
  tmpvar_75 = tmpvar_74;
  xlt_IN_64._LightCoord = tmpvar_75;
  vec4 tmpvar_76;
  tmpvar_76 = frag_surf (xlt_IN_64);
  vec4 tmpvar_77;
  tmpvar_77 = tmpvar_76;
  xl_retval_65 = tmpvar_77;
  vec4 tmpvar_78;
  tmpvar_78 = xl_retval_65.xyzw;
  vec4 tmpvar_79;
  tmpvar_79 = tmpvar_78;
  gl_FragData[0] = tmpvar_79;
}

