struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec3 viewDir;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
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;
  vec4 tmpvar_25;
  tmpvar_25 = texture2D (_MainTex, IN_14.uv_MainTex);
  vec4 tmpvar_26;
  tmpvar_26 = (tmpvar_25 * _Color);
  c_16 = tmpvar_26;
  vec3 tmpvar_27;
  tmpvar_27 = c_16.xyz;
  o_15.Albedo = tmpvar_27;
  float tmpvar_28;
  tmpvar_28 = c_16.w;
  o_15.Alpha = tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = texture2D (_BumpMap, IN_14.uv_BumpMap);
  vec4 tmpvar_30;
  tmpvar_30 = UnpackNormal (tmpvar_29);
  vec3 tmpvar_31;
  tmpvar_31 = tmpvar_30.xyz;
  vec3 tmpvar_32;
  tmpvar_32 = tmpvar_31;
  o_15.Normal = tmpvar_32;
}

vec4 LightingLambert_PrePass (
  in SurfaceOutput s_33,
  in vec4 light_34
)
{
  vec4 c_35;
  vec3 tmpvar_36;
  tmpvar_36 = (s_33.Albedo * light_34.xyz);
  c_35.xyz = tmpvar_36.xyz.xyz;
  float tmpvar_37;
  tmpvar_37 = s_33.Alpha;
  c_35.w = vec4(tmpvar_37).w;
  return c_35;
}

vec4 frag_surf (
  in v2f_surf IN_38
)
{
  vec4 col_39;
  vec4 light_40;
  SurfaceOutput o_41;
  Input surfIN_42;
  vec2 tmpvar_43;
  tmpvar_43 = IN_38.hip_pack0.xy;
  surfIN_42.uv_MainTex = tmpvar_43;
  vec2 tmpvar_44;
  tmpvar_44 = IN_38.hip_pack0.zw;
  surfIN_42.uv_BumpMap = tmpvar_44;
  vec3 tmpvar_45;
  tmpvar_45 = IN_38.viewDir;
  surfIN_42.viewDir = tmpvar_45;
  vec3 tmpvar_46;
  tmpvar_46 = vec3(0.0, 0.0, 0.0);
  o_41.Albedo = tmpvar_46;
  vec3 tmpvar_47;
  tmpvar_47 = vec3(0.0, 0.0, 0.0);
  o_41.Emission = tmpvar_47;
  float tmpvar_48;
  tmpvar_48 = 0.0;
  o_41.Specular = tmpvar_48;
  float tmpvar_49;
  tmpvar_49 = 0.0;
  o_41.Alpha = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = 0.0;
  o_41.Gloss = tmpvar_50;
  surf (surfIN_42, o_41);
  vec4 tmpvar_51;
  tmpvar_51 = texture2DProj (_LightBuffer, IN_38.hip_screen);
  vec4 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  light_40 = tmpvar_52;
  vec4 tmpvar_53;
  tmpvar_53 = log2 (light_40);
  vec4 tmpvar_54;
  tmpvar_54 = -(tmpvar_53);
  light_40 = tmpvar_54;
  vec3 tmpvar_55;
  tmpvar_55 = (light_40.xyz + unity_Ambient.xyz);
  light_40.xyz = tmpvar_55.xyz.xyz;
  vec4 tmpvar_56;
  tmpvar_56 = LightingLambert_PrePass (o_41, light_40);
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  col_39 = tmpvar_57;
  return col_39;
}

void main ()
{
  v2f_surf xlt_IN_58;
  vec4 xl_retval_59;
  vec4 tmpvar_60;
  tmpvar_60 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_58.pos = tmpvar_60;
  float tmpvar_61;
  tmpvar_61 = xlv_FOG.x;
  xlt_IN_58.fog = tmpvar_61;
  vec4 tmpvar_62;
  tmpvar_62 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_63;
  tmpvar_63 = tmpvar_62;
  xlt_IN_58.hip_pack0 = tmpvar_63;
  vec3 tmpvar_64;
  tmpvar_64 = gl_TexCoord[1].xyz;
  vec3 tmpvar_65;
  tmpvar_65 = tmpvar_64;
  xlt_IN_58.viewDir = tmpvar_65;
  vec4 tmpvar_66;
  tmpvar_66 = gl_TexCoord[2].xyzw;
  vec4 tmpvar_67;
  tmpvar_67 = tmpvar_66;
  xlt_IN_58.hip_screen = tmpvar_67;
  vec4 tmpvar_68;
  tmpvar_68 = frag_surf (xlt_IN_58);
  vec4 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  xl_retval_59 = tmpvar_69;
  vec4 tmpvar_70;
  tmpvar_70 = xl_retval_59.xyzw;
  vec4 tmpvar_71;
  tmpvar_71 = tmpvar_70;
  gl_FragData[0] = tmpvar_71;
}

