struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec4 lop_color;
  vec3 normal;
  vec3 lightDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform float _Cutoff;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

void surf (
  in Input IN_2,
  inout SurfaceOutput o_3
)
{
  vec4 c_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
  vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_5 * IN_2.color);
  c_4 = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = c_4.xyz;
  o_3.Albedo = tmpvar_7;
  float tmpvar_8;
  tmpvar_8 = c_4.w;
  o_3.Alpha = tmpvar_8;
}

vec4 LightingLambert (
  in SurfaceOutput s_9,
  in vec3 lightDir_10,
  in float atten_11
)
{
  vec4 c_12;
  float diff_13;
  float tmpvar_14;
  tmpvar_14 = dot (s_9.Normal, lightDir_10);
  float tmpvar_15;
  tmpvar_15 = max (0.0, tmpvar_14);
  float tmpvar_16;
  tmpvar_16 = tmpvar_15;
  diff_13 = tmpvar_16;
  vec3 tmpvar_17;
  tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0));
  c_12.xyz = tmpvar_17.xyz.xyz;
  float tmpvar_18;
  tmpvar_18 = s_9.Alpha;
  c_12.w = vec4(tmpvar_18).w;
  return c_12;
}

vec4 frag_surf (
  in v2f_surf IN_19
)
{
  vec4 c_20;
  vec3 lightDir_21;
  SurfaceOutput o_22;
  Input surfIN_23;
  vec2 tmpvar_24;
  tmpvar_24 = IN_19.hip_pack0.xy;
  surfIN_23.uv_MainTex = tmpvar_24;
  vec4 tmpvar_25;
  tmpvar_25 = IN_19.lop_color;
  surfIN_23.color = tmpvar_25;
  vec3 tmpvar_26;
  tmpvar_26 = vec3(0.0, 0.0, 0.0);
  o_22.Albedo = tmpvar_26;
  vec3 tmpvar_27;
  tmpvar_27 = vec3(0.0, 0.0, 0.0);
  o_22.Emission = tmpvar_27;
  float tmpvar_28;
  tmpvar_28 = 0.0;
  o_22.Specular = tmpvar_28;
  float tmpvar_29;
  tmpvar_29 = 0.0;
  o_22.Alpha = tmpvar_29;
  float tmpvar_30;
  tmpvar_30 = 0.0;
  o_22.Gloss = tmpvar_30;
  vec3 tmpvar_31;
  tmpvar_31 = IN_19.normal;
  o_22.Normal = tmpvar_31;
  surf (surfIN_23, o_22);
  xll_clip ((o_22.Alpha - _Cutoff));
  vec3 tmpvar_32;
  tmpvar_32 = IN_19.lightDir;
  lightDir_21 = tmpvar_32;
  vec3 tmpvar_33;
  tmpvar_33 = normalize (lightDir_21);
  vec3 tmpvar_34;
  tmpvar_34 = tmpvar_33;
  lightDir_21 = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = dot (IN_19._LightCoord, IN_19._LightCoord);
  vec2 tmpvar_36;
  tmpvar_36 = vec2(tmpvar_35);
  vec2 tmpvar_37;
  tmpvar_37 = tmpvar_36.xy;
  vec4 tmpvar_38;
  tmpvar_38 = texture2D (_LightTextureB0, tmpvar_37);
  vec4 tmpvar_39;
  tmpvar_39 = textureCube (_LightTexture0, IN_19._LightCoord);
  vec4 tmpvar_40;
  tmpvar_40 = LightingLambert (o_22, lightDir_21, (tmpvar_38.w * tmpvar_39.w));
  vec4 tmpvar_41;
  tmpvar_41 = tmpvar_40;
  c_20 = tmpvar_41;
  float tmpvar_42;
  tmpvar_42 = o_22.Alpha;
  c_20.w = vec4(tmpvar_42).w;
  return c_20;
}

void main ()
{
  v2f_surf xlt_IN_43;
  vec4 xl_retval_44;
  vec4 tmpvar_45;
  tmpvar_45 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_43.pos = tmpvar_45;
  float tmpvar_46;
  tmpvar_46 = xlv_FOG.x;
  xlt_IN_43.fog = tmpvar_46;
  vec2 tmpvar_47;
  tmpvar_47 = gl_TexCoord[0].xy;
  vec2 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  xlt_IN_43.hip_pack0 = tmpvar_48;
  vec4 tmpvar_49;
  tmpvar_49 = gl_Color.xyzw;
  vec4 tmpvar_50;
  tmpvar_50 = tmpvar_49;
  xlt_IN_43.lop_color = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = gl_TexCoord[1].xyz;
  vec3 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  xlt_IN_43.normal = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = gl_TexCoord[2].xyz;
  vec3 tmpvar_54;
  tmpvar_54 = tmpvar_53;
  xlt_IN_43.lightDir = tmpvar_54;
  vec3 tmpvar_55;
  tmpvar_55 = gl_TexCoord[3].xyz;
  vec3 tmpvar_56;
  tmpvar_56 = tmpvar_55;
  xlt_IN_43._LightCoord = tmpvar_56;
  vec4 tmpvar_57;
  tmpvar_57 = frag_surf (xlt_IN_43);
  vec4 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  xl_retval_44 = tmpvar_58;
  vec4 tmpvar_59;
  tmpvar_59 = xl_retval_44.xyzw;
  vec4 tmpvar_60;
  tmpvar_60 = tmpvar_59;
  gl_FragData[0] = tmpvar_60;
}

