struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_Control;
  vec2 uv_Splat0;
  vec2 uv_Splat1;
  vec2 uv_Splat2;
  vec2 uv_Splat3;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec4 hip_pack1;
  vec2 hip_pack2;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec3 col_3;
  vec4 splat_control_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_Control, IN_1.uv_Control);
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  splat_control_4 = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_Splat0, IN_1.uv_Splat0);
  vec3 tmpvar_8;
  tmpvar_8 = (splat_control_4.x * tmpvar_7.xyz);
  col_3 = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Splat1, IN_1.uv_Splat1);
  vec3 tmpvar_10;
  tmpvar_10 = (col_3 + (splat_control_4.y * tmpvar_9.xyz));
  col_3 = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Splat2, IN_1.uv_Splat2);
  vec3 tmpvar_12;
  tmpvar_12 = (col_3 + (splat_control_4.z * tmpvar_11.xyz));
  col_3 = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = texture2D (_Splat3, IN_1.uv_Splat3);
  vec3 tmpvar_14;
  tmpvar_14 = (col_3 + (splat_control_4.w * tmpvar_13.xyz));
  col_3 = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = col_3;
  o_2.Albedo = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = 0.0;
  o_2.Alpha = tmpvar_16;
}

vec4 LightingLambert_PrePass (
  in SurfaceOutput s_17,
  in vec4 light_18
)
{
  vec4 c_19;
  vec3 tmpvar_20;
  tmpvar_20 = (s_17.Albedo * light_18.xyz);
  c_19.xyz = tmpvar_20.xyz.xyz;
  float tmpvar_21;
  tmpvar_21 = s_17.Alpha;
  c_19.w = vec4(tmpvar_21).w;
  return c_19;
}

vec4 frag_surf (
  in v2f_surf IN_22
)
{
  vec4 col_23;
  vec4 light_24;
  SurfaceOutput o_25;
  Input surfIN_26;
  vec2 tmpvar_27;
  tmpvar_27 = IN_22.hip_pack0.xy;
  surfIN_26.uv_Control = tmpvar_27;
  vec2 tmpvar_28;
  tmpvar_28 = IN_22.hip_pack0.zw;
  surfIN_26.uv_Splat0 = tmpvar_28;
  vec2 tmpvar_29;
  tmpvar_29 = IN_22.hip_pack1.xy;
  surfIN_26.uv_Splat1 = tmpvar_29;
  vec2 tmpvar_30;
  tmpvar_30 = IN_22.hip_pack1.zw;
  surfIN_26.uv_Splat2 = tmpvar_30;
  vec2 tmpvar_31;
  tmpvar_31 = IN_22.hip_pack2.xy;
  surfIN_26.uv_Splat3 = tmpvar_31;
  vec3 tmpvar_32;
  tmpvar_32 = vec3(0.0, 0.0, 0.0);
  o_25.Albedo = tmpvar_32;
  vec3 tmpvar_33;
  tmpvar_33 = vec3(0.0, 0.0, 0.0);
  o_25.Emission = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = 0.0;
  o_25.Specular = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = 0.0;
  o_25.Alpha = tmpvar_35;
  float tmpvar_36;
  tmpvar_36 = 0.0;
  o_25.Gloss = tmpvar_36;
  surf (surfIN_26, o_25);
  vec4 tmpvar_37;
  tmpvar_37 = texture2DProj (_LightBuffer, IN_22.hip_screen);
  vec4 tmpvar_38;
  tmpvar_38 = tmpvar_37;
  light_24 = tmpvar_38;
  vec4 tmpvar_39;
  tmpvar_39 = log2 (light_24);
  vec4 tmpvar_40;
  tmpvar_40 = -(tmpvar_39);
  light_24 = tmpvar_40;
  vec3 tmpvar_41;
  tmpvar_41 = (light_24.xyz + unity_Ambient.xyz);
  light_24.xyz = tmpvar_41.xyz.xyz;
  vec4 tmpvar_42;
  tmpvar_42 = LightingLambert_PrePass (o_25, light_24);
  vec4 tmpvar_43;
  tmpvar_43 = tmpvar_42;
  col_23 = tmpvar_43;
  return col_23;
}

void main ()
{
  v2f_surf xlt_IN_44;
  vec4 xl_retval_45;
  vec4 tmpvar_46;
  tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_44.pos = tmpvar_46;
  float tmpvar_47;
  tmpvar_47 = xlv_FOG.x;
  xlt_IN_44.fog = tmpvar_47;
  vec4 tmpvar_48;
  tmpvar_48 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_49;
  tmpvar_49 = tmpvar_48;
  xlt_IN_44.hip_pack0 = tmpvar_49;
  vec4 tmpvar_50;
  tmpvar_50 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_51;
  tmpvar_51 = tmpvar_50;
  xlt_IN_44.hip_pack1 = tmpvar_51;
  vec2 tmpvar_52;
  tmpvar_52 = gl_TexCoord[2].xy;
  vec2 tmpvar_53;
  tmpvar_53 = tmpvar_52;
  xlt_IN_44.hip_pack2 = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  xlt_IN_44.hip_screen = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = frag_surf (xlt_IN_44);
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  xl_retval_45 = tmpvar_57;
  vec4 tmpvar_58;
  tmpvar_58 = xl_retval_45.xyzw;
  vec4 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  gl_FragData[0] = tmpvar_59;
}

