struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 lightDir;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x
)
{
  if ((x < 0.0)) {
    discard;
  };
}

vec4 UnpackNormal (
  in vec4 packednormal
)
{
  vec4 normal;
  vec2 tmpvar_1;
  tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
  normal.xy = tmpvar_1.xy.xy;
  float tmpvar_2;
  tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
  float tmpvar_3;
  tmpvar_3 = tmpvar_2;
  normal.z = vec3(tmpvar_3).z;
  return normal;
}

void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec4 c;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_2;
  tmpvar_2 = (tmpvar_1 * _Color);
  c = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = c.xyz;
  o.Albedo = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = c.w;
  o.Alpha = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_BumpMap, IN.uv_BumpMap);
  vec4 tmpvar_6;
  tmpvar_6 = UnpackNormal (tmpvar_5);
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_6.xyz;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  o.Normal = tmpvar_8;
}

vec4 LightingLambert (
  in SurfaceOutput s,
  in vec3 lightDir,
  in float atten
)
{
  vec4 c;
  float diff;
  float tmpvar_1;
  tmpvar_1 = dot (s.Normal, lightDir);
  float tmpvar_2;
  tmpvar_2 = max (0.0, tmpvar_1);
  float tmpvar_3;
  tmpvar_3 = tmpvar_2;
  diff = tmpvar_3;
  vec3 tmpvar_4;
  tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
  c.xyz = tmpvar_4.xyz.xyz;
  float tmpvar_5;
  tmpvar_5 = s.Alpha;
  c.w = vec4(tmpvar_5).w;
  return c;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  vec4 c;
  vec3 lightDir;
  SurfaceOutput o;
  Input surfIN;
  vec2 tmpvar_1;
  tmpvar_1 = IN.hip_pack0.xy;
  surfIN.uv_MainTex = tmpvar_1;
  vec2 tmpvar_2;
  tmpvar_2 = IN.hip_pack0.zw;
  surfIN.uv_BumpMap = 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);
  xll_clip ((o.Alpha - _Cutoff));
  vec3 tmpvar_8;
  tmpvar_8 = IN.lightDir;
  lightDir = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = LightingLambert (o, lightDir, 1.0);
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  c = tmpvar_10;
  float tmpvar_11;
  tmpvar_11 = o.Alpha;
  c.w = vec4(tmpvar_11).w;
  return c;
}

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;
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[0].xyzw;
  vec4 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.lightDir = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = frag_surf (xlt_IN);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xl_retval = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = xl_retval.xyzw;
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  gl_FragData[0] = tmpvar_10;
}

