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 worldRefl;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
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;
}

vec4 LightingBlinnPhong_PrePass (
  in SurfaceOutput s_17,
  in vec4 light_18
)
{
  vec4 c_19;
  float spec_20;
  float tmpvar_21;
  tmpvar_21 = (light_18.w * s_17.Gloss);
  spec_20 = tmpvar_21;
  vec3 tmpvar_22;
  tmpvar_22 = ((s_17.Albedo * light_18.xyz) + ((light_18.xyz * _SpecColor.xyz) * spec_20));
  c_19.xyz = tmpvar_22.xyz.xyz;
  float tmpvar_23;
  tmpvar_23 = (s_17.Alpha + (spec_20 * _SpecColor.w));
  c_19.w = vec4(tmpvar_23).w;
  return c_19;
}

vec4 frag_surf (
  in v2f_surf IN_24
)
{
  vec4 col_25;
  vec4 light_26;
  SurfaceOutput o_27;
  Input surfIN_28;
  vec2 tmpvar_29;
  tmpvar_29 = IN_24.hip_pack0.xy;
  surfIN_28.uv_MainTex = tmpvar_29;
  vec3 tmpvar_30;
  tmpvar_30 = IN_24.worldRefl;
  surfIN_28.worldRefl = tmpvar_30;
  vec3 tmpvar_31;
  tmpvar_31 = vec3(0.0, 0.0, 0.0);
  o_27.Albedo = tmpvar_31;
  vec3 tmpvar_32;
  tmpvar_32 = vec3(0.0, 0.0, 0.0);
  o_27.Emission = tmpvar_32;
  float tmpvar_33;
  tmpvar_33 = 0.0;
  o_27.Specular = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = 0.0;
  o_27.Alpha = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = 0.0;
  o_27.Gloss = tmpvar_35;
  surf (surfIN_28, o_27);
  vec4 tmpvar_36;
  tmpvar_36 = texture2DProj (_LightBuffer, IN_24.hip_screen);
  vec4 tmpvar_37;
  tmpvar_37 = tmpvar_36;
  light_26 = tmpvar_37;
  vec4 tmpvar_38;
  tmpvar_38 = log2 (light_26);
  vec4 tmpvar_39;
  tmpvar_39 = -(tmpvar_38);
  light_26 = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = (light_26.xyz + unity_Ambient.xyz);
  light_26.xyz = tmpvar_40.xyz.xyz;
  vec4 tmpvar_41;
  tmpvar_41 = LightingBlinnPhong_PrePass (o_27, light_26);
  vec4 tmpvar_42;
  tmpvar_42 = tmpvar_41;
  col_25 = tmpvar_42;
  vec3 tmpvar_43;
  tmpvar_43 = (col_25.xyz + o_27.Emission);
  col_25.xyz = tmpvar_43.xyz.xyz;
  return col_25;
}

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;
  vec2 tmpvar_48;
  tmpvar_48 = gl_TexCoord[0].xy;
  vec2 tmpvar_49;
  tmpvar_49 = tmpvar_48;
  xlt_IN_44.hip_pack0 = tmpvar_49;
  vec3 tmpvar_50;
  tmpvar_50 = gl_TexCoord[1].xyz;
  vec3 tmpvar_51;
  tmpvar_51 = tmpvar_50;
  xlt_IN_44.worldRefl = tmpvar_51;
  vec4 tmpvar_52;
  tmpvar_52 = gl_TexCoord[2].xyzw;
  vec4 tmpvar_53;
  tmpvar_53 = tmpvar_52;
  xlt_IN_44.hip_screen = tmpvar_53;
  vec4 tmpvar_54;
  tmpvar_54 = frag_surf (xlt_IN_44);
  vec4 tmpvar_55;
  tmpvar_55 = tmpvar_54;
  xl_retval_45 = tmpvar_55;
  vec4 tmpvar_56;
  tmpvar_56 = xl_retval_45.xyzw;
  vec4 tmpvar_57;
  tmpvar_57 = tmpvar_56;
  gl_FragData[0] = tmpvar_57;
}

