struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec3 lightDir;
  vec3 vlight;
  vec4 _ShadowCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
float unitySampleShadow (
  in vec4 shadowCoord_1
)
{
  float shadow_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1);
  float tmpvar_4;
  tmpvar_4 = tmpvar_3.x;
  shadow_2 = tmpvar_4;
  return shadow_2;
}

vec4 UnpackNormal (
  in vec4 packednormal_5
)
{
  vec4 normal_6;
  vec2 tmpvar_7;
  tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0);
  normal_6.xy = tmpvar_7.xy.xy;
  float tmpvar_8;
  tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
  float tmpvar_9;
  tmpvar_9 = tmpvar_8;
  normal_6.z = vec3(tmpvar_9).z;
  return normal_6;
}

void surf (
  in Input IN_10,
  inout SurfaceOutput o_11
)
{
  vec4 tex_12;
  vec4 tmpvar_13;
  tmpvar_13 = texture2D (_MainTex, IN_10.uv_MainTex);
  vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  tex_12 = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (tex_12.xyz * _Color.xyz);
  o_11.Albedo = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = tex_12.w;
  o_11.Gloss = tmpvar_16;
  float tmpvar_17;
  tmpvar_17 = (tex_12.w * _Color.w);
  o_11.Alpha = tmpvar_17;
  float tmpvar_18;
  tmpvar_18 = _Shininess;
  o_11.Specular = tmpvar_18;
  vec4 tmpvar_19;
  tmpvar_19 = texture2D (_BumpMap, IN_10.uv_BumpMap);
  vec4 tmpvar_20;
  tmpvar_20 = UnpackNormal (tmpvar_19);
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_20.xyz;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_21;
  o_11.Normal = tmpvar_22;
}

vec4 LightingBlinnPhong (
  in SurfaceOutput s_23,
  in vec3 lightDir_24,
  in vec3 viewDir_25,
  in float atten_26
)
{
  vec4 c_27;
  float spec_28;
  float nh_29;
  float diff_30;
  vec3 h_31;
  vec3 tmpvar_32;
  tmpvar_32 = normalize ((lightDir_24 + viewDir_25));
  vec3 tmpvar_33;
  tmpvar_33 = tmpvar_32;
  h_31 = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = dot (s_23.Normal, lightDir_24);
  float tmpvar_35;
  tmpvar_35 = max (0.0, tmpvar_34);
  float tmpvar_36;
  tmpvar_36 = tmpvar_35;
  diff_30 = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = dot (s_23.Normal, h_31);
  float tmpvar_38;
  tmpvar_38 = max (0.0, tmpvar_37);
  float tmpvar_39;
  tmpvar_39 = tmpvar_38;
  nh_29 = tmpvar_39;
  float tmpvar_40;
  tmpvar_40 = pow (nh_29, (s_23.Specular * 128.0));
  float tmpvar_41;
  tmpvar_41 = (tmpvar_40 * s_23.Gloss);
  spec_28 = tmpvar_41;
  vec3 tmpvar_42;
  tmpvar_42 = ((((s_23.Albedo * _LightColor0.xyz) * diff_30) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_28)) * (atten_26 * 2.0));
  c_27.xyz = tmpvar_42.xyz.xyz;
  float tmpvar_43;
  tmpvar_43 = (s_23.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_28) * atten_26));
  c_27.w = vec4(tmpvar_43).w;
  return c_27;
}

vec4 frag_surf (
  in v2f_surf IN_44
)
{
  vec4 c_45;
  float atten_46;
  SurfaceOutput o_47;
  Input surfIN_48;
  vec2 tmpvar_49;
  tmpvar_49 = IN_44.hip_pack0.xy;
  surfIN_48.uv_MainTex = tmpvar_49;
  vec2 tmpvar_50;
  tmpvar_50 = IN_44.hip_pack0.zw;
  surfIN_48.uv_BumpMap = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = vec3(0.0, 0.0, 0.0);
  o_47.Albedo = tmpvar_51;
  vec3 tmpvar_52;
  tmpvar_52 = vec3(0.0, 0.0, 0.0);
  o_47.Emission = tmpvar_52;
  float tmpvar_53;
  tmpvar_53 = 0.0;
  o_47.Specular = tmpvar_53;
  float tmpvar_54;
  tmpvar_54 = 0.0;
  o_47.Alpha = tmpvar_54;
  float tmpvar_55;
  tmpvar_55 = 0.0;
  o_47.Gloss = tmpvar_55;
  surf (surfIN_48, o_47);
  float tmpvar_56;
  tmpvar_56 = unitySampleShadow (IN_44._ShadowCoord);
  float tmpvar_57;
  tmpvar_57 = tmpvar_56;
  atten_46 = tmpvar_57;
  vec3 tmpvar_58;
  tmpvar_58 = IN_44.viewDir.xyz;
  vec3 tmpvar_59;
  tmpvar_59 = normalize (tmpvar_58);
  vec4 tmpvar_60;
  tmpvar_60 = LightingBlinnPhong (o_47, IN_44.lightDir, tmpvar_59, atten_46);
  vec4 tmpvar_61;
  tmpvar_61 = tmpvar_60;
  c_45 = tmpvar_61;
  vec3 tmpvar_62;
  tmpvar_62 = (c_45.xyz + (o_47.Albedo * IN_44.vlight));
  c_45.xyz = tmpvar_62.xyz.xyz;
  return c_45;
}

void main ()
{
  v2f_surf xlt_IN_63;
  vec4 xl_retval_64;
  vec4 tmpvar_65;
  tmpvar_65 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_63.pos = tmpvar_65;
  float tmpvar_66;
  tmpvar_66 = xlv_FOG.x;
  xlt_IN_63.fog = tmpvar_66;
  vec4 tmpvar_67;
  tmpvar_67 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_68;
  tmpvar_68 = tmpvar_67;
  xlt_IN_63.hip_pack0 = tmpvar_68;
  vec3 tmpvar_69;
  tmpvar_69 = gl_TexCoord[1].xyz;
  vec3 tmpvar_70;
  tmpvar_70 = tmpvar_69;
  xlt_IN_63.viewDir = tmpvar_70;
  vec3 tmpvar_71;
  tmpvar_71 = gl_TexCoord[2].xyz;
  vec3 tmpvar_72;
  tmpvar_72 = tmpvar_71;
  xlt_IN_63.lightDir = tmpvar_72;
  vec3 tmpvar_73;
  tmpvar_73 = gl_TexCoord[3].xyz;
  vec3 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  xlt_IN_63.vlight = tmpvar_74;
  vec4 tmpvar_75;
  tmpvar_75 = gl_TexCoord[4].xyzw;
  vec4 tmpvar_76;
  tmpvar_76 = tmpvar_75;
  xlt_IN_63._ShadowCoord = tmpvar_76;
  vec4 tmpvar_77;
  tmpvar_77 = frag_surf (xlt_IN_63);
  vec4 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  xl_retval_64 = tmpvar_78;
  vec4 tmpvar_79;
  tmpvar_79 = xl_retval_64.xyzw;
  vec4 tmpvar_80;
  tmpvar_80 = tmpvar_79;
  gl_FragData[0] = tmpvar_80;
}

