struct LeafSurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  vec3 Translucency;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  vec3 _ShadowCoord0;
  vec3 _ShadowCoord1;
  vec3 _ShadowCoord2;
  vec3 _ShadowCoord3;
  vec2 _ShadowZFade;
  vec2 hip_pack0;
  vec4 lop_color;
};
uniform sampler2D _TranslucencyMap;
uniform vec4 _TranslucencyColor;
uniform float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform sampler2D _MainTex;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
uniform sampler2D _GlossMap;
uniform float _Cutoff;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

float xll_saturate (
  in float x_2
)
{
  float tmpvar_3;
  tmpvar_3 = clamp (x_2, 0.0, 1.0);
  return tmpvar_3;
}

vec2 xll_saturate (
  in vec2 x_4
)
{
  vec2 tmpvar_5;
  tmpvar_5 = clamp (x_4, 0.0, 1.0);
  return tmpvar_5;
}

vec3 xll_saturate (
  in vec3 x_6
)
{
  vec3 tmpvar_7;
  tmpvar_7 = clamp (x_6, 0.0, 1.0);
  return tmpvar_7;
}

vec4 xll_saturate (
  in vec4 x_8
)
{
  vec4 tmpvar_9;
  tmpvar_9 = clamp (x_8, 0.0, 1.0);
  return tmpvar_9;
}

mat2 xll_saturate (
  in mat2 m_10
)
{
  vec2 tmpvar_11;
  tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
  vec2 tmpvar_12;
  tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
  mat2 tmpvar_13;
  vec2 tmpvar_14;
  tmpvar_14 = tmpvar_11;
  tmpvar_13[0] = tmpvar_14;
  vec2 tmpvar_15;
  tmpvar_15 = tmpvar_12;
  tmpvar_13[1] = tmpvar_15;
  return tmpvar_13;
}

mat3 xll_saturate (
  in mat3 m_16
)
{
  vec3 tmpvar_17;
  tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
  vec3 tmpvar_18;
  tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
  vec3 tmpvar_19;
  tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
  mat3 tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_17;
  tmpvar_20[0] = tmpvar_21;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_18;
  tmpvar_20[1] = tmpvar_22;
  vec3 tmpvar_23;
  tmpvar_23 = tmpvar_19;
  tmpvar_20[2] = tmpvar_23;
  return tmpvar_20;
}

mat4 xll_saturate (
  in mat4 m_24
)
{
  vec4 tmpvar_25;
  tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
  vec4 tmpvar_26;
  tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
  vec4 tmpvar_27;
  tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
  vec4 tmpvar_28;
  tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
  mat4 tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = tmpvar_25;
  tmpvar_29[0] = tmpvar_30;
  vec4 tmpvar_31;
  tmpvar_31 = tmpvar_26;
  tmpvar_29[1] = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = tmpvar_27;
  tmpvar_29[2] = tmpvar_32;
  vec4 tmpvar_33;
  tmpvar_33 = tmpvar_28;
  tmpvar_29[3] = tmpvar_33;
  return tmpvar_29;
}

vec4 UnpackNormal (
  in vec4 packednormal_34
)
{
  vec4 normal_35;
  vec2 tmpvar_36;
  tmpvar_36 = ((packednormal_34.wy * 2.0) - 1.0);
  normal_35.xy = tmpvar_36.xy.xy;
  float tmpvar_37;
  tmpvar_37 = sqrt (((1.0 - (normal_35.x * normal_35.x)) - (normal_35.y * normal_35.y)));
  float tmpvar_38;
  tmpvar_38 = tmpvar_37;
  normal_35.z = vec3(tmpvar_38).z;
  return normal_35;
}

void surf (
  in Input IN_39,
  inout LeafSurfaceOutput o_40
)
{
  vec4 c_41;
  vec4 tmpvar_42;
  tmpvar_42 = texture2D (_MainTex, IN_39.uv_MainTex);
  vec4 tmpvar_43;
  tmpvar_43 = tmpvar_42;
  c_41 = tmpvar_43;
  vec3 tmpvar_44;
  tmpvar_44 = (c_41.xyz * IN_39.color.xyz);
  o_40.Albedo = tmpvar_44;
  vec4 tmpvar_45;
  tmpvar_45 = texture2D (_TranslucencyMap, IN_39.uv_MainTex);
  vec3 tmpvar_46;
  tmpvar_46 = _TranslucencyColor.xyz;
  vec3 tmpvar_47;
  tmpvar_47 = (tmpvar_45.xyz * tmpvar_46);
  o_40.Translucency = tmpvar_47;
  vec4 tmpvar_48;
  tmpvar_48 = texture2D (_GlossMap, IN_39.uv_MainTex);
  float tmpvar_49;
  tmpvar_49 = tmpvar_48.w;
  o_40.Gloss = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = (c_41.w * IN_39.color.w);
  o_40.Alpha = tmpvar_50;
  float tmpvar_51;
  tmpvar_51 = _Shininess;
  o_40.Specular = tmpvar_51;
  vec4 tmpvar_52;
  tmpvar_52 = texture2D (_BumpMap, IN_39.uv_MainTex);
  vec4 tmpvar_53;
  tmpvar_53 = UnpackNormal (tmpvar_52);
  vec3 tmpvar_54;
  tmpvar_54 = tmpvar_53.xyz;
  vec3 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  o_40.Normal = tmpvar_55;
}

vec2 EncodeFloatRG (
  in float v_56
)
{
  vec2 enc_57;
  float kEncodeBit_58;
  vec2 kEncodeMul_59;
  vec2 tmpvar_60;
  tmpvar_60 = vec2(1.0, 255.0);
  kEncodeMul_59 = tmpvar_60;
  float tmpvar_61;
  tmpvar_61 = 0.00392157;
  kEncodeBit_58 = tmpvar_61;
  vec2 tmpvar_62;
  tmpvar_62 = (kEncodeMul_59 * v_56);
  enc_57 = tmpvar_62;
  vec2 tmpvar_63;
  tmpvar_63 = fract (enc_57);
  vec2 tmpvar_64;
  tmpvar_64 = tmpvar_63;
  enc_57 = tmpvar_64;
  float tmpvar_65;
  tmpvar_65 = (enc_57.x - (enc_57.y * kEncodeBit_58));
  enc_57.x = tmpvar_65;
  return enc_57;
}

vec4 frag_surf (
  in v2f_surf IN_66
)
{
  vec4 res_67;
  float faded_68;
  float shadow_69;
  vec4 coord_70;
  vec4 weights_71;
  vec4 far_72;
  vec4 near_73;
  vec4 z_74;
  LeafSurfaceOutput o_75;
  Input surfIN_76;
  vec2 tmpvar_77;
  tmpvar_77 = IN_66.hip_pack0.xy;
  surfIN_76.uv_MainTex = tmpvar_77;
  vec4 tmpvar_78;
  tmpvar_78 = IN_66.lop_color;
  surfIN_76.color = tmpvar_78;
  vec3 tmpvar_79;
  tmpvar_79 = vec3(0.0, 0.0, 0.0);
  o_75.Albedo = tmpvar_79;
  vec3 tmpvar_80;
  tmpvar_80 = vec3(0.0, 0.0, 0.0);
  o_75.Emission = tmpvar_80;
  float tmpvar_81;
  tmpvar_81 = 0.0;
  o_75.Specular = tmpvar_81;
  float tmpvar_82;
  tmpvar_82 = 0.0;
  o_75.Alpha = tmpvar_82;
  surf (surfIN_76, o_75);
  xll_clip ((o_75.Alpha - _Cutoff));
  vec4 tmpvar_83;
  tmpvar_83 = vec4(IN_66._ShadowZFade.x);
  vec4 tmpvar_84;
  tmpvar_84 = tmpvar_83;
  z_74 = tmpvar_84;
  bvec4 tmpvar_85;
  tmpvar_85 = greaterThanEqual (z_74, _LightSplitsNear);
  vec4 tmpvar_86;
  tmpvar_86 = vec4(tmpvar_85).xyzw;
  vec4 tmpvar_87;
  tmpvar_87 = tmpvar_86;
  near_73 = tmpvar_87;
  bvec4 tmpvar_88;
  tmpvar_88 = lessThan (z_74, _LightSplitsFar);
  vec4 tmpvar_89;
  tmpvar_89 = vec4(tmpvar_88).xyzw;
  vec4 tmpvar_90;
  tmpvar_90 = tmpvar_89;
  far_72 = tmpvar_90;
  vec4 tmpvar_91;
  tmpvar_91 = (near_73 * far_72);
  weights_71 = tmpvar_91;
  vec4 tmpvar_92;
  tmpvar_92.w = 1.0;
  tmpvar_92.xyz = ((((IN_66._ShadowCoord0 * weights_71.x) + (IN_66._ShadowCoord1 * weights_71.y)) + (IN_66._ShadowCoord2 * weights_71.z)) + (IN_66._ShadowCoord3 * weights_71.w)).xyz;
  vec4 tmpvar_93;
  tmpvar_93 = tmpvar_92;
  coord_70 = tmpvar_93;
  vec4 tmpvar_94;
  tmpvar_94 = texture2D (_ShadowMapTexture, coord_70.xy);
  float tmpvar_95;
  if ((tmpvar_94.x < coord_70.z)) {
    tmpvar_95 = _LightShadowData.x;
  } else {
    tmpvar_95 = 1.0;
  };
  float tmpvar_96;
  tmpvar_96 = tmpvar_95;
  shadow_69 = tmpvar_96;
  float tmpvar_97;
  tmpvar_97 = xll_saturate (IN_66._ShadowZFade.y);
  float tmpvar_98;
  tmpvar_98 = xll_saturate ((shadow_69 + tmpvar_97));
  float tmpvar_99;
  tmpvar_99 = tmpvar_98;
  faded_68 = tmpvar_99;
  float tmpvar_100;
  tmpvar_100 = faded_68;
  res_67.x = tmpvar_100;
  float tmpvar_101;
  tmpvar_101 = 1.0;
  res_67.y = vec2(tmpvar_101).y;
  vec2 tmpvar_102;
  tmpvar_102 = EncodeFloatRG ((1.0 - (z_74 * _ProjectionParams.w)).x);
  vec2 tmpvar_103;
  tmpvar_103 = tmpvar_102;
  res_67.zw = tmpvar_103.xxxy.zw;
  return res_67;
}

void main ()
{
  v2f_surf xlt_IN_104;
  vec4 xl_retval_105;
  vec4 tmpvar_106;
  tmpvar_106 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_104.pos = tmpvar_106;
  vec3 tmpvar_107;
  tmpvar_107 = gl_TexCoord[0].xyz;
  vec3 tmpvar_108;
  tmpvar_108 = tmpvar_107;
  xlt_IN_104._ShadowCoord0 = tmpvar_108;
  vec3 tmpvar_109;
  tmpvar_109 = gl_TexCoord[1].xyz;
  vec3 tmpvar_110;
  tmpvar_110 = tmpvar_109;
  xlt_IN_104._ShadowCoord1 = tmpvar_110;
  vec3 tmpvar_111;
  tmpvar_111 = gl_TexCoord[2].xyz;
  vec3 tmpvar_112;
  tmpvar_112 = tmpvar_111;
  xlt_IN_104._ShadowCoord2 = tmpvar_112;
  vec3 tmpvar_113;
  tmpvar_113 = gl_TexCoord[3].xyz;
  vec3 tmpvar_114;
  tmpvar_114 = tmpvar_113;
  xlt_IN_104._ShadowCoord3 = tmpvar_114;
  vec2 tmpvar_115;
  tmpvar_115 = gl_TexCoord[4].xy;
  vec2 tmpvar_116;
  tmpvar_116 = tmpvar_115;
  xlt_IN_104._ShadowZFade = tmpvar_116;
  vec2 tmpvar_117;
  tmpvar_117 = gl_TexCoord[5].xy;
  vec2 tmpvar_118;
  tmpvar_118 = tmpvar_117;
  xlt_IN_104.hip_pack0 = tmpvar_118;
  vec4 tmpvar_119;
  tmpvar_119 = gl_Color.xyzw;
  vec4 tmpvar_120;
  tmpvar_120 = tmpvar_119;
  xlt_IN_104.lop_color = tmpvar_120;
  vec4 tmpvar_121;
  tmpvar_121 = frag_surf (xlt_IN_104);
  vec4 tmpvar_122;
  tmpvar_122 = tmpvar_121;
  xl_retval_105 = tmpvar_122;
  vec4 tmpvar_123;
  tmpvar_123 = xl_retval_105.xyzw;
  vec4 tmpvar_124;
  tmpvar_124 = tmpvar_123;
  gl_FragData[0] = tmpvar_124;
}

