struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec3 worldRefl;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec3 normal;
  vec3 lightDir;
  vec3 viewDir;
  vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec4 reflcol_3;
  vec4 c_4;
  vec4 tex_5;
  vec4 tmpvar_6;
  tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex);
  vec4 tmpvar_7;
  tmpvar_7 = tmpvar_6;
  tex_5 = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = (tex_5 * _Color);
  c_4 = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = c_4.xyz;
  o_2.Albedo = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = tex_5.w;
  o_2.Gloss = tmpvar_10;
  float tmpvar_11;
  tmpvar_11 = _Shininess;
  o_2.Specular = tmpvar_11;
  vec4 tmpvar_12;
  tmpvar_12 = textureCube (_Cube, IN_1.worldRefl);
  vec4 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  reflcol_3 = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = (reflcol_3 * tex_5.w);
  reflcol_3 = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz);
  o_2.Emission = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = (reflcol_3.w * _ReflectColor.w);
  o_2.Alpha = tmpvar_16;
}

float UnitySpotCookie (
  in vec4 LightCoord_17
)
{
  vec4 tmpvar_18;
  tmpvar_18 = texture2D (_LightTexture0, ((LightCoord_17.xy / LightCoord_17.w) + 0.5));
  return tmpvar_18.w;
}

float UnitySpotAttenuate (
  in vec3 LightCoord_19
)
{
  float tmpvar_20;
  tmpvar_20 = dot (LightCoord_19, LightCoord_19);
  vec2 tmpvar_21;
  tmpvar_21 = vec2(tmpvar_20);
  vec2 tmpvar_22;
  tmpvar_22 = tmpvar_21.xy;
  vec4 tmpvar_23;
  tmpvar_23 = texture2D (_LightTextureB0, tmpvar_22);
  return tmpvar_23.w;
}

vec4 LightingBlinnPhong (
  in SurfaceOutput s_24,
  in vec3 lightDir_25,
  in vec3 viewDir_26,
  in float atten_27
)
{
  vec4 c_28;
  float spec_29;
  float nh_30;
  float diff_31;
  vec3 h_32;
  vec3 tmpvar_33;
  tmpvar_33 = normalize ((lightDir_25 + viewDir_26));
  vec3 tmpvar_34;
  tmpvar_34 = tmpvar_33;
  h_32 = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = dot (s_24.Normal, lightDir_25);
  float tmpvar_36;
  tmpvar_36 = max (0.0, tmpvar_35);
  float tmpvar_37;
  tmpvar_37 = tmpvar_36;
  diff_31 = tmpvar_37;
  float tmpvar_38;
  tmpvar_38 = dot (s_24.Normal, h_32);
  float tmpvar_39;
  tmpvar_39 = max (0.0, tmpvar_38);
  float tmpvar_40;
  tmpvar_40 = tmpvar_39;
  nh_30 = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0));
  float tmpvar_42;
  tmpvar_42 = (tmpvar_41 * s_24.Gloss);
  spec_29 = tmpvar_42;
  vec3 tmpvar_43;
  tmpvar_43 = ((((s_24.Albedo * _LightColor0.xyz) * diff_31) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_29)) * (atten_27 * 2.0));
  c_28.xyz = tmpvar_43.xyz.xyz;
  float tmpvar_44;
  tmpvar_44 = (s_24.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_29) * atten_27));
  c_28.w = vec4(tmpvar_44).w;
  return c_28;
}

vec4 frag_surf (
  in v2f_surf IN_45
)
{
  vec4 c_46;
  vec3 lightDir_47;
  SurfaceOutput o_48;
  Input surfIN_49;
  vec2 tmpvar_50;
  tmpvar_50 = IN_45.hip_pack0.xy;
  surfIN_49.uv_MainTex = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = vec3(0.0, 0.0, 0.0);
  o_48.Albedo = tmpvar_51;
  vec3 tmpvar_52;
  tmpvar_52 = vec3(0.0, 0.0, 0.0);
  o_48.Emission = tmpvar_52;
  float tmpvar_53;
  tmpvar_53 = 0.0;
  o_48.Specular = tmpvar_53;
  float tmpvar_54;
  tmpvar_54 = 0.0;
  o_48.Alpha = tmpvar_54;
  float tmpvar_55;
  tmpvar_55 = 0.0;
  o_48.Gloss = tmpvar_55;
  vec3 tmpvar_56;
  tmpvar_56 = IN_45.normal;
  o_48.Normal = tmpvar_56;
  surf (surfIN_49, o_48);
  vec3 tmpvar_57;
  tmpvar_57 = IN_45.lightDir;
  lightDir_47 = tmpvar_57;
  vec3 tmpvar_58;
  tmpvar_58 = normalize (lightDir_47);
  vec3 tmpvar_59;
  tmpvar_59 = tmpvar_58;
  lightDir_47 = tmpvar_59;
  vec3 tmpvar_60;
  tmpvar_60 = IN_45.viewDir.xyz;
  vec3 tmpvar_61;
  tmpvar_61 = normalize (tmpvar_60);
  float tmpvar_62;
  tmpvar_62 = UnitySpotCookie (IN_45._LightCoord);
  float tmpvar_63;
  tmpvar_63 = UnitySpotAttenuate (IN_45._LightCoord.xyz);
  vec4 tmpvar_64;
  tmpvar_64 = LightingBlinnPhong (o_48, lightDir_47, tmpvar_61, ((float((IN_45._LightCoord.z > 0.0)) * tmpvar_62) * tmpvar_63));
  vec4 tmpvar_65;
  tmpvar_65 = tmpvar_64;
  c_46 = tmpvar_65;
  float tmpvar_66;
  tmpvar_66 = 0.0;
  c_46.w = vec4(tmpvar_66).w;
  return c_46;
}

void main ()
{
  v2f_surf xlt_IN_67;
  vec4 xl_retval_68;
  vec4 tmpvar_69;
  tmpvar_69 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_67.pos = tmpvar_69;
  float tmpvar_70;
  tmpvar_70 = xlv_FOG.x;
  xlt_IN_67.fog = tmpvar_70;
  vec2 tmpvar_71;
  tmpvar_71 = gl_TexCoord[0].xy;
  vec2 tmpvar_72;
  tmpvar_72 = tmpvar_71;
  xlt_IN_67.hip_pack0 = tmpvar_72;
  vec3 tmpvar_73;
  tmpvar_73 = gl_TexCoord[1].xyz;
  vec3 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  xlt_IN_67.normal = tmpvar_74;
  vec3 tmpvar_75;
  tmpvar_75 = gl_TexCoord[2].xyz;
  vec3 tmpvar_76;
  tmpvar_76 = tmpvar_75;
  xlt_IN_67.lightDir = tmpvar_76;
  vec3 tmpvar_77;
  tmpvar_77 = gl_TexCoord[3].xyz;
  vec3 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  xlt_IN_67.viewDir = tmpvar_78;
  vec4 tmpvar_79;
  tmpvar_79 = gl_TexCoord[4].xyzw;
  vec4 tmpvar_80;
  tmpvar_80 = tmpvar_79;
  xlt_IN_67._LightCoord = tmpvar_80;
  vec4 tmpvar_81;
  tmpvar_81 = frag_surf (xlt_IN_67);
  vec4 tmpvar_82;
  tmpvar_82 = tmpvar_81;
  xl_retval_68 = tmpvar_82;
  vec4 tmpvar_83;
  tmpvar_83 = xl_retval_68.xyzw;
  vec4 tmpvar_84;
  tmpvar_84 = tmpvar_83;
  gl_FragData[0] = tmpvar_84;
}

