struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec4 screenPos;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_screenPos;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec2 uv;
  vec2 tmpvar_1;
  tmpvar_1 = (IN.screenPos.xy / IN.screenPos.w);
  uv = tmpvar_1;
  vec2 tmpvar_2;
  tmpvar_2 = (uv * vec2(2.0, 1.0));
  uv = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, uv);
  vec3 tmpvar_4;
  tmpvar_4 = tmpvar_3.xyz;
  o.Albedo = tmpvar_4;
}

vec4 LightingLambert_PrePass (
  in SurfaceOutput s,
  in vec4 light
)
{
  vec4 c;
  vec3 tmpvar_1;
  tmpvar_1 = (s.Albedo * light.xyz);
  c.xyz = tmpvar_1.xyz.xyz;
  float tmpvar_2;
  tmpvar_2 = s.Alpha;
  c.w = vec4(tmpvar_2).w;
  return c;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  vec4 col;
  vec4 light;
  SurfaceOutput o;
  Input surfIN;
  vec4 tmpvar_1;
  tmpvar_1 = IN.hip_screenPos;
  surfIN.screenPos = 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);
  vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, IN.hip_screen);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  light = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = log2 (light);
  vec4 tmpvar_10;
  tmpvar_10 = -(tmpvar_9);
  light = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = (light.xyz + unity_Ambient.xyz);
  light.xyz = tmpvar_11.xyz.xyz;
  vec4 tmpvar_12;
  tmpvar_12 = LightingLambert_PrePass (o, light);
  vec4 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  col = tmpvar_13;
  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;
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  xlt_IN.hip_screenPos = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  xlt_IN.hip_screen = 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;
}

