struct SurfaceOutput {
  lowp vec3 Albedo;
  lowp vec3 Normal;
  lowp vec3 Emission;
  mediump float Specular;
  lowp float Gloss;
  lowp float Alpha;
};
struct Input {
  mediump vec2 uv_MainTex;
};
struct v2f_surf {
  highp vec4 pos;
  mediump vec2 pack0;
  mediump vec3 viewDir;
  lowp vec3 lightDir;
  lowp vec3 vlight;
};
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform sampler2D _BumpMap;
lowp vec3 UnpackNormal (
  in lowp vec4 packednormal
)
{
  return ((packednormal.xyz * 2.0) - 1.0);
}

void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  lowp vec4 tex;
  lowp vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  lowp vec4 tmpvar_2;
  tmpvar_2 = tmpvar_1;
  tex = tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = tex.xyz;
  o.Albedo = tmpvar_3;
  lowp float tmpvar_4;
  tmpvar_4 = tex.w;
  o.Gloss = tmpvar_4;
  lowp float tmpvar_5;
  tmpvar_5 = tex.w;
  o.Alpha = tmpvar_5;
  mediump float tmpvar_6;
  tmpvar_6 = _Shininess;
  o.Specular = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2D (_BumpMap, IN.uv_MainTex);
  lowp vec3 tmpvar_8;
  tmpvar_8 = UnpackNormal (tmpvar_7);
  lowp vec3 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  o.Normal = tmpvar_9;
}

lowp vec4 LightingMobileBlinnPhong (
  in SurfaceOutput s,
  in lowp vec3 lightDir,
  in lowp vec3 halfDir,
  in lowp float atten
)
{
  lowp vec4 c;
  lowp float spec;
  lowp float nh;
  lowp float diff;
  lowp float tmpvar_1;
  tmpvar_1 = dot (s.Normal, lightDir);
  lowp float tmpvar_2;
  tmpvar_2 = max (0.0, tmpvar_1);
  lowp float tmpvar_3;
  tmpvar_3 = tmpvar_2;
  diff = tmpvar_3;
  lowp float tmpvar_4;
  tmpvar_4 = dot (s.Normal, halfDir);
  lowp float tmpvar_5;
  tmpvar_5 = max (0.0, tmpvar_4);
  lowp float tmpvar_6;
  tmpvar_6 = tmpvar_5;
  nh = tmpvar_6;
  mediump float tmpvar_7;
  tmpvar_7 = pow (nh, (s.Specular * 128.0));
  mediump float tmpvar_8;
  tmpvar_8 = (tmpvar_7 * s.Gloss);
  spec = tmpvar_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((((s.Albedo * diff) + spec) * _LightColor0.xyz) * (atten * 2.0));
  c.xyz = tmpvar_9.xyz.xyz;
  float tmpvar_10;
  tmpvar_10 = 0.0;
  c.w = vec4(tmpvar_10).w;
  return c;
}

lowp vec4 frag_surf (
  in v2f_surf IN
)
{
  lowp vec4 c;
  lowp float atten;
  SurfaceOutput o;
  Input surfIN;
  mediump vec2 tmpvar_1;
  tmpvar_1 = IN.pack0.xy;
  surfIN.uv_MainTex = tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_2 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = 0.0;
  o.Specular = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = 0.0;
  o.Alpha = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = 0.0;
  o.Gloss = tmpvar_6;
  surf (surfIN, o);
  float tmpvar_7;
  tmpvar_7 = 1.0;
  atten = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
  c = tmpvar_8;
  lowp vec4 tmpvar_9;
  tmpvar_9 = LightingMobileBlinnPhong (o, IN.lightDir, IN.viewDir, atten);
  lowp vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  c = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = (c.xyz + (o.Albedo * IN.vlight));
  c.xyz = tmpvar_11.xyz.xyz;
  return c;
}

void main ()
{
  v2f_surf xlt_IN;
  lowp vec4 xl_retval;
  vec4 tmpvar_1;
  tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_IN.pos = tmpvar_1;
  mediump vec2 tmpvar_2;
  tmpvar_2 = xlv_TEXCOORD0.xy;
  mediump vec2 tmpvar_3;
  tmpvar_3 = tmpvar_2;
  xlt_IN.pack0 = tmpvar_3;
  mediump vec3 tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.xyz;
  mediump vec3 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  xlt_IN.viewDir = tmpvar_5;
  lowp vec3 tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD2.xyz;
  lowp vec3 tmpvar_7;
  tmpvar_7 = tmpvar_6;
  xlt_IN.lightDir = tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = xlv_TEXCOORD3.xyz;
  lowp vec3 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  xlt_IN.vlight = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = frag_surf (xlt_IN);
  lowp vec4 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  xl_retval = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = xl_retval.xyzw;
  lowp vec4 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  gl_FragData[0] = tmpvar_13;
}

