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;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
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 tex_18;
  vec2 offset_19;
  float h_20;
  vec4 tmpvar_21;
  tmpvar_21 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
  float tmpvar_22;
  tmpvar_22 = tmpvar_21.w;
  h_20 = tmpvar_22;
  vec2 tmpvar_23;
  tmpvar_23 = ParallaxOffset (h_20, _Parallax, IN_14.viewDir);
  vec2 tmpvar_24;
  tmpvar_24 = tmpvar_23;
  offset_19 = tmpvar_24;
  vec2 tmpvar_25;
  tmpvar_25 = (IN_14.uv_MainTex + offset_19);
  IN_14.uv_MainTex = tmpvar_25;
  vec2 tmpvar_26;
  tmpvar_26 = (IN_14.uv_BumpMap + offset_19);
  IN_14.uv_BumpMap = tmpvar_26;
  vec4 tmpvar_27;
  tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex);
  vec4 tmpvar_28;
  tmpvar_28 = tmpvar_27;
  tex_18 = tmpvar_28;
  vec3 tmpvar_29;
  tmpvar_29 = (tex_18.xyz * _Color.xyz);
  o_15.Albedo = tmpvar_29;
  float tmpvar_30;
  tmpvar_30 = tex_18.w;
  o_15.Gloss = tmpvar_30;
  float tmpvar_31;
  tmpvar_31 = _Shininess;
  o_15.Specular = 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_18.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;
}

vec4 LightingBlinnPhong (
  in SurfaceOutput s_42,
  in vec3 lightDir_43,
  in vec3 viewDir_44,
  in float atten_45
)
{
  vec4 c_46;
  float spec_47;
  float nh_48;
  float diff_49;
  vec3 h_50;
  vec3 tmpvar_51;
  tmpvar_51 = normalize ((lightDir_43 + viewDir_44));
  vec3 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  h_50 = tmpvar_52;
  float tmpvar_53;
  tmpvar_53 = dot (s_42.Normal, lightDir_43);
  float tmpvar_54;
  tmpvar_54 = max (0.0, tmpvar_53);
  float tmpvar_55;
  tmpvar_55 = tmpvar_54;
  diff_49 = tmpvar_55;
  float tmpvar_56;
  tmpvar_56 = dot (s_42.Normal, h_50);
  float tmpvar_57;
  tmpvar_57 = max (0.0, tmpvar_56);
  float tmpvar_58;
  tmpvar_58 = tmpvar_57;
  nh_48 = tmpvar_58;
  float tmpvar_59;
  tmpvar_59 = pow (nh_48, (s_42.Specular * 128.0));
  float tmpvar_60;
  tmpvar_60 = (tmpvar_59 * s_42.Gloss);
  spec_47 = tmpvar_60;
  vec3 tmpvar_61;
  tmpvar_61 = ((((s_42.Albedo * _LightColor0.xyz) * diff_49) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_47)) * (atten_45 * 2.0));
  c_46.xyz = tmpvar_61.xyz.xyz;
  float tmpvar_62;
  tmpvar_62 = (s_42.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_47) * atten_45));
  c_46.w = vec4(tmpvar_62).w;
  return c_46;
}

vec4 frag_surf (
  in v2f_surf IN_63
)
{
  vec4 c_64;
  vec3 lightDir_65;
  SurfaceOutput o_66;
  Input surfIN_67;
  vec2 tmpvar_68;
  tmpvar_68 = IN_63.hip_pack0.xy;
  surfIN_67.uv_MainTex = tmpvar_68;
  vec2 tmpvar_69;
  tmpvar_69 = IN_63.hip_pack0.zw;
  surfIN_67.uv_BumpMap = tmpvar_69;
  vec3 tmpvar_70;
  tmpvar_70 = IN_63.viewDir;
  surfIN_67.viewDir = tmpvar_70;
  vec3 tmpvar_71;
  tmpvar_71 = vec3(0.0, 0.0, 0.0);
  o_66.Albedo = tmpvar_71;
  vec3 tmpvar_72;
  tmpvar_72 = vec3(0.0, 0.0, 0.0);
  o_66.Emission = tmpvar_72;
  float tmpvar_73;
  tmpvar_73 = 0.0;
  o_66.Specular = tmpvar_73;
  float tmpvar_74;
  tmpvar_74 = 0.0;
  o_66.Alpha = tmpvar_74;
  float tmpvar_75;
  tmpvar_75 = 0.0;
  o_66.Gloss = tmpvar_75;
  surf (surfIN_67, o_66);
  vec3 tmpvar_76;
  tmpvar_76 = IN_63.lightDir;
  lightDir_65 = tmpvar_76;
  vec3 tmpvar_77;
  tmpvar_77 = normalize (lightDir_65);
  vec3 tmpvar_78;
  tmpvar_78 = tmpvar_77;
  lightDir_65 = tmpvar_78;
  vec3 tmpvar_79;
  tmpvar_79 = IN_63.viewDir.xyz;
  vec3 tmpvar_80;
  tmpvar_80 = normalize (tmpvar_79);
  float tmpvar_81;
  tmpvar_81 = dot (IN_63._LightCoord, IN_63._LightCoord);
  vec2 tmpvar_82;
  tmpvar_82 = vec2(tmpvar_81);
  vec2 tmpvar_83;
  tmpvar_83 = tmpvar_82.xy;
  vec4 tmpvar_84;
  tmpvar_84 = texture2D (_LightTexture0, tmpvar_83);
  vec4 tmpvar_85;
  tmpvar_85 = LightingBlinnPhong (o_66, lightDir_65, tmpvar_80, tmpvar_84.w);
  vec4 tmpvar_86;
  tmpvar_86 = tmpvar_85;
  c_64 = tmpvar_86;
  float tmpvar_87;
  tmpvar_87 = 0.0;
  c_64.w = vec4(tmpvar_87).w;
  return c_64;
}

void main ()
{
  v2f_surf xlt_IN_88;
  vec4 xl_retval_89;
  vec4 tmpvar_90;
  tmpvar_90 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN_88.pos = tmpvar_90;
  float tmpvar_91;
  tmpvar_91 = xlv_FOG.x;
  xlt_IN_88.fog = tmpvar_91;
  vec4 tmpvar_92;
  tmpvar_92 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_93;
  tmpvar_93 = tmpvar_92;
  xlt_IN_88.hip_pack0 = tmpvar_93;
  vec3 tmpvar_94;
  tmpvar_94 = gl_TexCoord[1].xyz;
  vec3 tmpvar_95;
  tmpvar_95 = tmpvar_94;
  xlt_IN_88.viewDir = tmpvar_95;
  vec3 tmpvar_96;
  tmpvar_96 = gl_TexCoord[2].xyz;
  vec3 tmpvar_97;
  tmpvar_97 = tmpvar_96;
  xlt_IN_88.lightDir = tmpvar_97;
  vec3 tmpvar_98;
  tmpvar_98 = gl_TexCoord[3].xyz;
  vec3 tmpvar_99;
  tmpvar_99 = tmpvar_98;
  xlt_IN_88._LightCoord = tmpvar_99;
  vec4 tmpvar_100;
  tmpvar_100 = frag_surf (xlt_IN_88);
  vec4 tmpvar_101;
  tmpvar_101 = tmpvar_100;
  xl_retval_89 = tmpvar_101;
  vec4 tmpvar_102;
  tmpvar_102 = xl_retval_89.xyzw;
  vec4 tmpvar_103;
  tmpvar_103 = tmpvar_102;
  gl_FragData[0] = tmpvar_103;
}

