struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec3 worldRefl;
  vec3 viewDir;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec3 lightDir;
  vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _ReflectColor;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
vec4 UnpackNormal (
  in vec4 packednormal_1
)
{
  vec4 normal_2;
  vec2 tmpvar_3;
  tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
  normal_2.xy = tmpvar_3.xy.xy;
  float tmpvar_4;
  tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
  float tmpvar_5;
  tmpvar_5 = tmpvar_4;
  normal_2.z = vec3(tmpvar_5).z;
  return normal_2;
}

vec2 ParallaxOffset (
  in float h_6,
  in float height_7,
  in vec3 viewDir_8
)
{
  vec3 v_9;
  float tmpvar_10;
  tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
  h_6 = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = normalize (viewDir_8);
  vec3 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  v_9 = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = (v_9.z + 0.42);
  v_9.z = vec3(tmpvar_13).z;
  return (h_6 * (v_9.xy / v_9.z));
}

void surf (
  in Input IN_14,
  inout SurfaceOutput o_15
)
{
  vec4 reflcol_16;
  vec3 worldRefl_17;
  vec4 c_18;
  vec4 tex_19;
  vec2 offset_20;
  float h_21;
  vec4 tmpvar_22;
  tmpvar_22 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
  float tmpvar_23;
  tmpvar_23 = tmpvar_22.w;
  h_21 = tmpvar_23;
  vec2 tmpvar_24;
  tmpvar_24 = ParallaxOffset (h_21, _Parallax, IN_14.viewDir);
  vec2 tmpvar_25;
  tmpvar_25 = tmpvar_24;
  offset_20 = tmpvar_25;
  vec2 tmpvar_26;
  tmpvar_26 = (IN_14.uv_MainTex + offset_20);
  IN_14.uv_MainTex = tmpvar_26;
  vec2 tmpvar_27;
  tmpvar_27 = (IN_14.uv_BumpMap + offset_20);
  IN_14.uv_BumpMap = tmpvar_27;
  vec4 tmpvar_28;
  tmpvar_28 = texture2D (_MainTex, IN_14.uv_MainTex);
  vec4 tmpvar_29;
  tmpvar_29 = tmpvar_28;
  tex_19 = tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = (tex_19 * _Color);
  c_18 = tmpvar_30;
  vec3 tmpvar_31;
  tmpvar_31 = c_18.xyz;
  o_15.Albedo = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
  vec4 tmpvar_33;
  tmpvar_33 = UnpackNormal (tmpvar_32);
  vec3 tmpvar_34;
  tmpvar_34 = tmpvar_33.xyz;
  vec3 tmpvar_35;
  tmpvar_35 = tmpvar_34;
  o_15.Normal = tmpvar_35;
  vec3 tmpvar_36;
  tmpvar_36 = IN_14.worldRefl;
  worldRefl_17 = tmpvar_36;
  vec4 tmpvar_37;
  tmpvar_37 = textureCube (_Cube, worldRefl_17);
  vec4 tmpvar_38;
  tmpvar_38 = tmpvar_37;
  reflcol_16 = tmpvar_38;
  vec4 tmpvar_39;
  tmpvar_39 = (reflcol_16 * tex_19.w);
  reflcol_16 = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = (reflcol_16.xyz * _ReflectColor.xyz);
  o_15.Emission = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = (reflcol_16.w * _ReflectColor.w);
  o_15.Alpha = tmpvar_41;
}

float UnitySpotCookie (
  in vec4 LightCoord_42
)
{
  vec4 tmpvar_43;
  tmpvar_43 = texture2D (_LightTexture0, ((LightCoord_42.xy / LightCoord_42.w) + 0.5));
  return tmpvar_43.w;
}

float UnitySpotAttenuate (
  in vec3 LightCoord_44
)
{
  float tmpvar_45;
  tmpvar_45 = dot (LightCoord_44, LightCoord_44);
  vec2 tmpvar_46;
  tmpvar_46 = vec2(tmpvar_45);
  vec2 tmpvar_47;
  tmpvar_47 = tmpvar_46.xy;
  vec4 tmpvar_48;
  tmpvar_48 = texture2D (_LightTextureB0, tmpvar_47);
  return tmpvar_48.w;
}

vec4 LightingLambert (
  in SurfaceOutput s_49,
  in vec3 lightDir_50,
  in float atten_51
)
{
  vec4 c_52;
  float diff_53;
  float tmpvar_54;
  tmpvar_54 = dot (s_49.Normal, lightDir_50);
  float tmpvar_55;
  tmpvar_55 = max (0.0, tmpvar_54);
  float tmpvar_56;
  tmpvar_56 = tmpvar_55;
  diff_53 = tmpvar_56;
  vec3 tmpvar_57;
  tmpvar_57 = ((s_49.Albedo * _LightColor0.xyz) * ((diff_53 * atten_51) * 2.0));
  c_52.xyz = tmpvar_57.xyz.xyz;
  float tmpvar_58;
  tmpvar_58 = s_49.Alpha;
  c_52.w = vec4(tmpvar_58).w;
  return c_52;
}

vec4 frag_surf (
  in v2f_surf IN_59
)
{
  vec4 c_60;
  vec3 lightDir_61;
  SurfaceOutput o_62;
  Input surfIN_63;
  vec2 tmpvar_64;
  tmpvar_64 = IN_59.hip_pack0.xy;
  surfIN_63.uv_MainTex = tmpvar_64;
  vec2 tmpvar_65;
  tmpvar_65 = IN_59.hip_pack0.zw;
  surfIN_63.uv_BumpMap = tmpvar_65;
  vec3 tmpvar_66;
  tmpvar_66 = IN_59.viewDir;
  surfIN_63.viewDir = tmpvar_66;
  vec3 tmpvar_67;
  tmpvar_67 = vec3(0.0, 0.0, 0.0);
  o_62.Albedo = tmpvar_67;
  vec3 tmpvar_68;
  tmpvar_68 = vec3(0.0, 0.0, 0.0);
  o_62.Emission = tmpvar_68;
  float tmpvar_69;
  tmpvar_69 = 0.0;
  o_62.Specular = tmpvar_69;
  float tmpvar_70;
  tmpvar_70 = 0.0;
  o_62.Alpha = tmpvar_70;
  float tmpvar_71;
  tmpvar_71 = 0.0;
  o_62.Gloss = tmpvar_71;
  surf (surfIN_63, o_62);
  vec3 tmpvar_72;
  tmpvar_72 = IN_59.lightDir;
  lightDir_61 = tmpvar_72;
  vec3 tmpvar_73;
  tmpvar_73 = normalize (lightDir_61);
  vec3 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  lightDir_61 = tmpvar_74;
  float tmpvar_75;
  tmpvar_75 = UnitySpotCookie (IN_59._LightCoord);
  float tmpvar_76;
  tmpvar_76 = UnitySpotAttenuate (IN_59._LightCoord.xyz);
  vec4 tmpvar_77;
  tmpvar_77 = LightingLambert (o_62, lightDir_61, ((float((IN_59._LightCoord.z > 0.0)) * tmpvar_75) * tmpvar_76));
  vec4 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  c_60 = tmpvar_78;
  float tmpvar_79;
  tmpvar_79 = 0.0;
  c_60.w = vec4(tmpvar_79).w;
  return c_60;
}

void main ()
{
  v2f_surf xlt_IN_80;
  vec4 xl_retval_81;
  vec4 tmpvar_82;
  tmpvar_82 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_80.pos = tmpvar_82;
  float tmpvar_83;
  tmpvar_83 = xlv_FOG.x;
  xlt_IN_80.fog = tmpvar_83;
  vec4 tmpvar_84;
  tmpvar_84 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_85;
  tmpvar_85 = tmpvar_84;
  xlt_IN_80.hip_pack0 = tmpvar_85;
  vec3 tmpvar_86;
  tmpvar_86 = gl_TexCoord[1].xyz;
  vec3 tmpvar_87;
  tmpvar_87 = tmpvar_86;
  xlt_IN_80.viewDir = tmpvar_87;
  vec3 tmpvar_88;
  tmpvar_88 = gl_TexCoord[2].xyz;
  vec3 tmpvar_89;
  tmpvar_89 = tmpvar_88;
  xlt_IN_80.lightDir = tmpvar_89;
  vec4 tmpvar_90;
  tmpvar_90 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_91;
  tmpvar_91 = tmpvar_90;
  xlt_IN_80._LightCoord = tmpvar_91;
  vec4 tmpvar_92;
  tmpvar_92 = frag_surf (xlt_IN_80);
  vec4 tmpvar_93;
  tmpvar_93 = tmpvar_92;
  xl_retval_81 = tmpvar_93;
  vec4 tmpvar_94;
  tmpvar_94 = xl_retval_81.xyzw;
  vec4 tmpvar_95;
  tmpvar_95 = tmpvar_94;
  gl_FragData[0] = tmpvar_95;
}

