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,
  inout SurfaceOutput o
)
{
  vec4 reflcol;
  vec4 c;
  vec4 tex;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_2;
  tmpvar_2 = tmpvar_1;
  tex = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = (tex * _Color);
  c = tmpvar_3;
  vec3 tmpvar_4;
  tmpvar_4 = c.xyz;
  o.Albedo = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = tex.w;
  o.Gloss = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = _Shininess;
  o.Specular = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = textureCube (_Cube, IN.worldRefl);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  reflcol = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = (reflcol * tex.w);
  reflcol = tmpvar_9;
  vec3 tmpvar_10;
  tmpvar_10 = (reflcol.xyz * _ReflectColor.xyz);
  o.Emission = tmpvar_10;
  float tmpvar_11;
  tmpvar_11 = (reflcol.w * _ReflectColor.w);
  o.Alpha = tmpvar_11;
}

vec4 LightingBlinnPhong_PrePass (
  in SurfaceOutput s,
  in vec4 light
)
{
  vec4 c;
  float spec;
  float tmpvar_1;
  tmpvar_1 = (light.w * s.Gloss);
  spec = tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
  c.xyz = tmpvar_2.xyz.xyz;
  float tmpvar_3;
  tmpvar_3 = (s.Alpha + (spec * _SpecColor.w));
  c.w = vec4(tmpvar_3).w;
  return c;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  vec4 col;
  vec4 light;
  SurfaceOutput o;
  Input surfIN;
  vec2 tmpvar_1;
  tmpvar_1 = IN.hip_pack0.xy;
  surfIN.uv_MainTex = tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_2 = IN.worldRefl;
  surfIN.worldRefl = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_3;
  vec3 tmpvar_4;
  tmpvar_4 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = 0.0;
  o.Specular = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = 0.0;
  o.Alpha = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = 0.0;
  o.Gloss = tmpvar_7;
  surf (surfIN, o);
  vec4 tmpvar_8;
  tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen);
  vec4 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  light = tmpvar_9;
  vec4 tmpvar_10;
  tmpvar_10 = log2 (light);
  vec4 tmpvar_11;
  tmpvar_11 = -(tmpvar_10);
  light = tmpvar_11;
  vec3 tmpvar_12;
  tmpvar_12 = (light.xyz + unity_Ambient.xyz);
  light.xyz = tmpvar_12.xyz.xyz;
  vec4 tmpvar_13;
  tmpvar_13 = LightingBlinnPhong_PrePass (o, light);
  vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  col = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (col.xyz + o.Emission);
  col.xyz = tmpvar_15.xyz.xyz;
  return col;
}

void main ()
{
  v2f_surf xlt_IN;
  vec4 xl_retval;
  vec4 tmpvar_1;
  tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN.pos = tmpvar_1;
  float tmpvar_2;
  tmpvar_2 = xlv_FOG.x;
  xlt_IN.fog = tmpvar_2;
  vec2 tmpvar_3;
  tmpvar_3 = gl_TexCoord[0].xy;
  vec2 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  xlt_IN.hip_pack0 = tmpvar_4;
  vec3 tmpvar_5;
  tmpvar_5 = gl_TexCoord[1].xyz;
  vec3 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  xlt_IN.worldRefl = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = gl_TexCoord[2].xyzw;
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xlt_IN.hip_screen = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = frag_surf (xlt_IN);
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xl_retval = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = xl_retval.xyzw;
  vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  gl_FragData[0] = tmpvar_12;
}

