struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 lightDir;
  vec3 vlight;
  vec4 _ShadowCoord;
};
struct appdata_full {
  vec4 vertex;
  vec4 tangent;
  vec3 normal;
  vec4 texcoord;
  vec4 texcoord1;
  vec4 color;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 _WorldSpaceLightPos0;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _Decal_ST;
uniform vec4 _DecalBump_ST;
mat3 xll_constructMat3 (
  in mat4 m_1
)
{
  vec3 tmpvar_2;
  tmpvar_2 = m_1[0].xyz;
  vec3 tmpvar_3;
  tmpvar_3 = m_1[1].xyz;
  vec3 tmpvar_4;
  tmpvar_4 = m_1[2].xyz;
  mat3 tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = tmpvar_2;
  tmpvar_5[0] = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_3;
  tmpvar_5[1] = tmpvar_7;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_4;
  tmpvar_5[2] = tmpvar_8;
  return tmpvar_5;
}

vec3 ShadeSH9 (
  in vec4 normal_9
)
{
  vec3 x3_10;
  float vC_11;
  vec3 x2_12;
  vec4 vB_13;
  vec3 x1_14;
  float tmpvar_15;
  tmpvar_15 = dot (unity_SHAr, normal_9);
  float tmpvar_16;
  tmpvar_16 = tmpvar_15;
  x1_14.x = tmpvar_16;
  float tmpvar_17;
  tmpvar_17 = dot (unity_SHAg, normal_9);
  float tmpvar_18;
  tmpvar_18 = tmpvar_17;
  x1_14.y = vec2(tmpvar_18).y;
  float tmpvar_19;
  tmpvar_19 = dot (unity_SHAb, normal_9);
  float tmpvar_20;
  tmpvar_20 = tmpvar_19;
  x1_14.z = vec3(tmpvar_20).z;
  vec4 tmpvar_21;
  tmpvar_21 = (normal_9.xyzz * normal_9.yzzx);
  vB_13 = tmpvar_21;
  float tmpvar_22;
  tmpvar_22 = dot (unity_SHBr, vB_13);
  float tmpvar_23;
  tmpvar_23 = tmpvar_22;
  x2_12.x = tmpvar_23;
  float tmpvar_24;
  tmpvar_24 = dot (unity_SHBg, vB_13);
  float tmpvar_25;
  tmpvar_25 = tmpvar_24;
  x2_12.y = vec2(tmpvar_25).y;
  float tmpvar_26;
  tmpvar_26 = dot (unity_SHBb, vB_13);
  float tmpvar_27;
  tmpvar_27 = tmpvar_26;
  x2_12.z = vec3(tmpvar_27).z;
  float tmpvar_28;
  tmpvar_28 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_11 = tmpvar_28;
  vec3 tmpvar_29;
  tmpvar_29 = (unity_SHC.xyz * vC_11);
  x3_10 = tmpvar_29;
  return ((x1_14 + x2_12) + x3_10);
}

void PositionFog (
  in vec4 v_30,
  out vec4 pos_31,
  out float fog_32
)
{
  vec4 tmpvar_33;
  tmpvar_33 = (gl_ModelViewProjectionMatrix * v_30);
  pos_31 = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = pos_31.z;
  fog_32 = tmpvar_34;
}

vec3 ObjSpaceLightDir (
  in vec4 v_35
)
{
  vec3 objSpaceLightPos_36;
  vec3 tmpvar_37;
  tmpvar_37 = (_World2Object * _WorldSpaceLightPos0).xyz;
  objSpaceLightPos_36 = tmpvar_37;
  return objSpaceLightPos_36.xyz;
}

vec4 ComputeScreenPos (
  in vec4 pos_38
)
{
  vec4 o_39;
  vec4 tmpvar_40;
  tmpvar_40 = (pos_38 * 0.5);
  o_39 = tmpvar_40;
  vec2 tmpvar_41;
  tmpvar_41.x = o_39.x;
  tmpvar_41.y = (o_39.y * _ProjectionParams.x);
  vec2 tmpvar_42;
  tmpvar_42 = (tmpvar_41 + o_39.w);
  o_39.xy = tmpvar_42.xy.xy;
  vec2 tmpvar_43;
  tmpvar_43 = pos_38.zw;
  o_39.zw = tmpvar_43.xxxy.zw;
  return o_39;
}

v2f_surf vert_surf (
  in appdata_full v_44
)
{
  vec3 shlight_45;
  mat3 rotation_46;
  vec3 binormal_47;
  vec3 worldN_48;
  v2f_surf o_49;
  PositionFog (v_44.vertex, o_49.pos, o_49.fog);
  vec2 tmpvar_50;
  tmpvar_50 = ((v_44.texcoord.xy * _Decal_ST.xy) + _Decal_ST.zw);
  o_49.hip_pack0.xy = tmpvar_50.xy.xy;
  vec2 tmpvar_51;
  tmpvar_51 = ((v_44.texcoord.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
  o_49.hip_pack0.zw = tmpvar_51.xxxy.zw;
  mat3 tmpvar_52;
  tmpvar_52 = xll_constructMat3 (_Object2World);
  vec3 tmpvar_53;
  tmpvar_53 = (tmpvar_52 * (v_44.normal * unity_Scale.w));
  worldN_48 = tmpvar_53;
  vec3 tmpvar_54;
  tmpvar_54 = cross (v_44.normal, v_44.tangent.xyz);
  vec3 tmpvar_55;
  tmpvar_55 = (tmpvar_54 * v_44.tangent.w);
  binormal_47 = tmpvar_55;
  mat3 tmpvar_56;
  float tmpvar_57;
  tmpvar_57 = v_44.tangent.x;
  tmpvar_56[0].x = tmpvar_57;
  float tmpvar_58;
  tmpvar_58 = binormal_47.x;
  tmpvar_56[0].y = tmpvar_58;
  float tmpvar_59;
  tmpvar_59 = v_44.normal.x;
  tmpvar_56[0].z = tmpvar_59;
  float tmpvar_60;
  tmpvar_60 = v_44.tangent.y;
  tmpvar_56[1].x = tmpvar_60;
  float tmpvar_61;
  tmpvar_61 = binormal_47.y;
  tmpvar_56[1].y = tmpvar_61;
  float tmpvar_62;
  tmpvar_62 = v_44.normal.y;
  tmpvar_56[1].z = tmpvar_62;
  float tmpvar_63;
  tmpvar_63 = v_44.tangent.z;
  tmpvar_56[2].x = tmpvar_63;
  float tmpvar_64;
  tmpvar_64 = binormal_47.z;
  tmpvar_56[2].y = tmpvar_64;
  float tmpvar_65;
  tmpvar_65 = v_44.normal.z;
  tmpvar_56[2].z = tmpvar_65;
  mat3 tmpvar_66;
  tmpvar_66 = (tmpvar_56);
  rotation_46 = (tmpvar_66);
  vec3 tmpvar_67;
  tmpvar_67 = ObjSpaceLightDir (v_44.vertex);
  vec3 tmpvar_68;
  tmpvar_68 = (rotation_46 * tmpvar_67);
  o_49.lightDir = tmpvar_68;
  vec4 tmpvar_69;
  tmpvar_69.w = 1.0;
  tmpvar_69.xyz = worldN_48.xyz;
  vec3 tmpvar_70;
  tmpvar_70 = ShadeSH9 (tmpvar_69);
  vec3 tmpvar_71;
  tmpvar_71 = tmpvar_70;
  shlight_45 = tmpvar_71;
  vec3 tmpvar_72;
  tmpvar_72 = shlight_45;
  o_49.vlight = tmpvar_72;
  vec4 tmpvar_73;
  tmpvar_73 = ComputeScreenPos (o_49.pos);
  vec4 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  o_49._ShadowCoord = tmpvar_74;
  return o_49;
}

void main ()
{
  appdata_full xlt_v_75;
  v2f_surf xl_retval_76;
  vec4 tmpvar_77;
  tmpvar_77 = gl_Vertex.xyzw;
  vec4 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  xlt_v_75.vertex = tmpvar_78;
  vec4 tmpvar_79;
  tmpvar_79 = TANGENT.xyzw;
  vec4 tmpvar_80;
  tmpvar_80 = tmpvar_79;
  xlt_v_75.tangent = tmpvar_80;
  vec3 tmpvar_81;
  tmpvar_81 = gl_Normal.xyz;
  vec3 tmpvar_82;
  tmpvar_82 = tmpvar_81;
  xlt_v_75.normal = tmpvar_82;
  vec4 tmpvar_83;
  tmpvar_83 = gl_MultiTexCoord0.xyzw;
  vec4 tmpvar_84;
  tmpvar_84 = tmpvar_83;
  xlt_v_75.texcoord = tmpvar_84;
  vec4 tmpvar_85;
  tmpvar_85 = gl_MultiTexCoord1.xyzw;
  vec4 tmpvar_86;
  tmpvar_86 = tmpvar_85;
  xlt_v_75.texcoord1 = tmpvar_86;
  vec4 tmpvar_87;
  tmpvar_87 = gl_Color.xyzw;
  vec4 tmpvar_88;
  tmpvar_88 = tmpvar_87;
  xlt_v_75.color = tmpvar_88;
  v2f_surf tmpvar_89;
  tmpvar_89 = vert_surf (xlt_v_75);
  v2f_surf tmpvar_90;
  tmpvar_90 = tmpvar_89;
  xl_retval_76 = tmpvar_90;
  vec4 tmpvar_91;
  tmpvar_91 = xl_retval_76.pos.xyzw;
  vec4 tmpvar_92;
  tmpvar_92 = tmpvar_91;
  gl_Position = tmpvar_92;
  vec4 tmpvar_93;
  tmpvar_93.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_93.x = xl_retval_76.fog;
  vec4 tmpvar_94;
  tmpvar_94 = tmpvar_93;
  xlv_FOG = tmpvar_94;
  vec4 tmpvar_95;
  tmpvar_95 = xl_retval_76.hip_pack0.xyzw;
  vec4 tmpvar_96;
  tmpvar_96 = tmpvar_95;
  gl_TexCoord[0] = tmpvar_96;
  vec4 tmpvar_97;
  tmpvar_97.w = 0.0;
  tmpvar_97.xyz = xl_retval_76.lightDir.xyz;
  vec4 tmpvar_98;
  tmpvar_98 = tmpvar_97;
  gl_TexCoord[1] = tmpvar_98;
  vec4 tmpvar_99;
  tmpvar_99.w = 0.0;
  tmpvar_99.xyz = xl_retval_76.vlight.xyz;
  vec4 tmpvar_100;
  tmpvar_100 = tmpvar_99;
  gl_TexCoord[2] = tmpvar_100;
  vec4 tmpvar_101;
  tmpvar_101 = xl_retval_76._ShadowCoord.xyzw;
  vec4 tmpvar_102;
  tmpvar_102 = tmpvar_101;
  gl_TexCoord[3] = tmpvar_102;
}

