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;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
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 * _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_PrePass (
  in SurfaceOutput s_9,
  in vec4 light_10
)
{
  vec4 c_11;
  vec3 tmpvar_12;
  tmpvar_12 = (s_9.Albedo * light_10.xyz);
  c_11.xyz = tmpvar_12.xyz.xyz;
  float tmpvar_13;
  tmpvar_13 = s_9.Alpha;
  c_11.w = vec4(tmpvar_13).w;
  return c_11;
}

vec4 frag_surf (
  in v2f_surf IN_14
)
{
  vec4 col_15;
  vec4 light_16;
  SurfaceOutput o_17;
  Input surfIN_18;
  vec2 tmpvar_19;
  tmpvar_19 = IN_14.hip_pack0.xy;
  surfIN_18.uv_MainTex = tmpvar_19;
  vec3 tmpvar_20;
  tmpvar_20 = vec3(0.0, 0.0, 0.0);
  o_17.Albedo = tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = vec3(0.0, 0.0, 0.0);
  o_17.Emission = tmpvar_21;
  float tmpvar_22;
  tmpvar_22 = 0.0;
  o_17.Specular = tmpvar_22;
  float tmpvar_23;
  tmpvar_23 = 0.0;
  o_17.Alpha = tmpvar_23;
  float tmpvar_24;
  tmpvar_24 = 0.0;
  o_17.Gloss = tmpvar_24;
  surf (surfIN_18, o_17);
  xll_clip ((o_17.Alpha - _Cutoff));
  vec4 tmpvar_25;
  tmpvar_25 = texture2DProj (_LightBuffer, IN_14.hip_screen);
  vec4 tmpvar_26;
  tmpvar_26 = tmpvar_25;
  light_16 = tmpvar_26;
  vec4 tmpvar_27;
  tmpvar_27 = log2 (light_16);
  vec4 tmpvar_28;
  tmpvar_28 = -(tmpvar_27);
  light_16 = tmpvar_28;
  vec3 tmpvar_29;
  tmpvar_29 = (light_16.xyz + unity_Ambient.xyz);
  light_16.xyz = tmpvar_29.xyz.xyz;
  vec4 tmpvar_30;
  tmpvar_30 = LightingLambert_PrePass (o_17, light_16);
  vec4 tmpvar_31;
  tmpvar_31 = tmpvar_30;
  col_15 = tmpvar_31;
  return col_15;
}

void main ()
{
  v2f_surf xlt_IN_32;
  vec4 xl_retval_33;
  vec4 tmpvar_34;
  tmpvar_34 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_32.pos = tmpvar_34;
  float tmpvar_35;
  tmpvar_35 = xlv_FOG.x;
  xlt_IN_32.fog = tmpvar_35;
  vec2 tmpvar_36;
  tmpvar_36 = gl_TexCoord[0].xy;
  vec2 tmpvar_37;
  tmpvar_37 = tmpvar_36;
  xlt_IN_32.hip_pack0 = tmpvar_37;
  vec4 tmpvar_38;
  tmpvar_38 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_39;
  tmpvar_39 = tmpvar_38;
  xlt_IN_32.hip_screen = tmpvar_39;
  vec4 tmpvar_40;
  tmpvar_40 = frag_surf (xlt_IN_32);
  vec4 tmpvar_41;
  tmpvar_41 = tmpvar_40;
  xl_retval_33 = tmpvar_41;
  vec4 tmpvar_42;
  tmpvar_42 = xl_retval_33.xyzw;
  vec4 tmpvar_43;
  tmpvar_43 = tmpvar_42;
  gl_FragData[0] = tmpvar_43;
}

