struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
};
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 sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
  in Input IN_1,
  inout SurfaceOutput o_2
)
{
  vec4 tex_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
  vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  tex_3 = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = (tex_3.xyz * _Color.xyz);
  o_2.Albedo = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = tex_3.w;
  o_2.Gloss = tmpvar_7;
  float tmpvar_8;
  tmpvar_8 = (tex_3.w * _Color.w);
  o_2.Alpha = tmpvar_8;
  float tmpvar_9;
  tmpvar_9 = _Shininess;
  o_2.Specular = tmpvar_9;
}

float UnitySpotCookie (
  in vec4 LightCoord_10
)
{
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_LightTexture0, ((LightCoord_10.xy / LightCoord_10.w) + 0.5));
  return tmpvar_11.w;
}

float UnitySpotAttenuate (
  in vec3 LightCoord_12
)
{
  float tmpvar_13;
  tmpvar_13 = dot (LightCoord_12, LightCoord_12);
  vec2 tmpvar_14;
  tmpvar_14 = vec2(tmpvar_13);
  vec2 tmpvar_15;
  tmpvar_15 = tmpvar_14.xy;
  vec4 tmpvar_16;
  tmpvar_16 = texture2D (_LightTextureB0, tmpvar_15);
  return tmpvar_16.w;
}

vec4 LightingBlinnPhong (
  in SurfaceOutput s_17,
  in vec3 lightDir_18,
  in vec3 viewDir_19,
  in float atten_20
)
{
  vec4 c_21;
  float spec_22;
  float nh_23;
  float diff_24;
  vec3 h_25;
  vec3 tmpvar_26;
  tmpvar_26 = normalize ((lightDir_18 + viewDir_19));
  vec3 tmpvar_27;
  tmpvar_27 = tmpvar_26;
  h_25 = tmpvar_27;
  float tmpvar_28;
  tmpvar_28 = dot (s_17.Normal, lightDir_18);
  float tmpvar_29;
  tmpvar_29 = max (0.0, tmpvar_28);
  float tmpvar_30;
  tmpvar_30 = tmpvar_29;
  diff_24 = tmpvar_30;
  float tmpvar_31;
  tmpvar_31 = dot (s_17.Normal, h_25);
  float tmpvar_32;
  tmpvar_32 = max (0.0, tmpvar_31);
  float tmpvar_33;
  tmpvar_33 = tmpvar_32;
  nh_23 = tmpvar_33;
  float tmpvar_34;
  tmpvar_34 = pow (nh_23, (s_17.Specular * 128.0));
  float tmpvar_35;
  tmpvar_35 = (tmpvar_34 * s_17.Gloss);
  spec_22 = tmpvar_35;
  vec3 tmpvar_36;
  tmpvar_36 = ((((s_17.Albedo * _LightColor0.xyz) * diff_24) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_22)) * (atten_20 * 2.0));
  c_21.xyz = tmpvar_36.xyz.xyz;
  float tmpvar_37;
  tmpvar_37 = (s_17.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_22) * atten_20));
  c_21.w = vec4(tmpvar_37).w;
  return c_21;
}

vec4 frag_surf (
  in v2f_surf IN_38
)
{
  vec4 c_39;
  vec3 lightDir_40;
  SurfaceOutput o_41;
  Input surfIN_42;
  vec2 tmpvar_43;
  tmpvar_43 = IN_38.hip_pack0.xy;
  surfIN_42.uv_MainTex = tmpvar_43;
  vec3 tmpvar_44;
  tmpvar_44 = vec3(0.0, 0.0, 0.0);
  o_41.Albedo = tmpvar_44;
  vec3 tmpvar_45;
  tmpvar_45 = vec3(0.0, 0.0, 0.0);
  o_41.Emission = tmpvar_45;
  float tmpvar_46;
  tmpvar_46 = 0.0;
  o_41.Specular = tmpvar_46;
  float tmpvar_47;
  tmpvar_47 = 0.0;
  o_41.Alpha = tmpvar_47;
  float tmpvar_48;
  tmpvar_48 = 0.0;
  o_41.Gloss = tmpvar_48;
  vec3 tmpvar_49;
  tmpvar_49 = IN_38.normal;
  o_41.Normal = tmpvar_49;
  surf (surfIN_42, o_41);
  vec3 tmpvar_50;
  tmpvar_50 = IN_38.lightDir;
  lightDir_40 = tmpvar_50;
  vec3 tmpvar_51;
  tmpvar_51 = normalize (lightDir_40);
  vec3 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  lightDir_40 = tmpvar_52;
  vec3 tmpvar_53;
  tmpvar_53 = IN_38.viewDir.xyz;
  vec3 tmpvar_54;
  tmpvar_54 = normalize (tmpvar_53);
  float tmpvar_55;
  tmpvar_55 = UnitySpotCookie (IN_38._LightCoord);
  float tmpvar_56;
  tmpvar_56 = UnitySpotAttenuate (IN_38._LightCoord.xyz);
  vec4 tmpvar_57;
  tmpvar_57 = LightingBlinnPhong (o_41, lightDir_40, tmpvar_54, ((float((IN_38._LightCoord.z > 0.0)) * tmpvar_55) * tmpvar_56));
  vec4 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  c_39 = tmpvar_58;
  float tmpvar_59;
  tmpvar_59 = 0.0;
  c_39.w = vec4(tmpvar_59).w;
  return c_39;
}

void main ()
{
  v2f_surf xlt_IN_60;
  vec4 xl_retval_61;
  vec4 tmpvar_62;
  tmpvar_62 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_60.pos = tmpvar_62;
  float tmpvar_63;
  tmpvar_63 = xlv_FOG.x;
  xlt_IN_60.fog = tmpvar_63;
  vec2 tmpvar_64;
  tmpvar_64 = gl_TexCoord[0].xy;
  vec2 tmpvar_65;
  tmpvar_65 = tmpvar_64;
  xlt_IN_60.hip_pack0 = tmpvar_65;
  vec3 tmpvar_66;
  tmpvar_66 = gl_TexCoord[1].xyz;
  vec3 tmpvar_67;
  tmpvar_67 = tmpvar_66;
  xlt_IN_60.normal = tmpvar_67;
  vec3 tmpvar_68;
  tmpvar_68 = gl_TexCoord[2].xyz;
  vec3 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  xlt_IN_60.lightDir = tmpvar_69;
  vec3 tmpvar_70;
  tmpvar_70 = gl_TexCoord[3].xyz;
  vec3 tmpvar_71;
  tmpvar_71 = tmpvar_70;
  xlt_IN_60.viewDir = tmpvar_71;
  vec4 tmpvar_72;
  tmpvar_72 = gl_TexCoord[4].xyzw;
  vec4 tmpvar_73;
  tmpvar_73 = tmpvar_72;
  xlt_IN_60._LightCoord = tmpvar_73;
  vec4 tmpvar_74;
  tmpvar_74 = frag_surf (xlt_IN_60);
  vec4 tmpvar_75;
  tmpvar_75 = tmpvar_74;
  xl_retval_61 = tmpvar_75;
  vec4 tmpvar_76;
  tmpvar_76 = xl_retval_61.xyzw;
  vec4 tmpvar_77;
  tmpvar_77 = tmpvar_76;
  gl_FragData[0] = tmpvar_77;
}

