struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_Control;
  vec2 uv_Splat0;
  vec2 uv_Splat1;
  vec2 uv_Splat2;
  vec2 uv_Splat3;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec4 hip_pack1;
  vec2 hip_pack2;
  vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec3 col;
  vec4 splat_control;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_Control, IN.uv_Control);
  vec4 tmpvar_2;
  tmpvar_2 = tmpvar_1;
  splat_control = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_Splat0, IN.uv_Splat0);
  vec3 tmpvar_4;
  tmpvar_4 = (splat_control.x * tmpvar_3.xyz);
  col = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_Splat1, IN.uv_Splat1);
  vec3 tmpvar_6;
  tmpvar_6 = (col + (splat_control.y * tmpvar_5.xyz));
  col = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_Splat2, IN.uv_Splat2);
  vec3 tmpvar_8;
  tmpvar_8 = (col + (splat_control.z * tmpvar_7.xyz));
  col = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_Splat3, IN.uv_Splat3);
  vec3 tmpvar_10;
  tmpvar_10 = (col + (splat_control.w * tmpvar_9.xyz));
  col = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = col;
  o.Albedo = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = 0.0;
  o.Alpha = tmpvar_12;
}

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;
  vec2 tmpvar_1;
  tmpvar_1 = IN.hip_pack0.xy;
  surfIN.uv_Control = tmpvar_1;
  vec2 tmpvar_2;
  tmpvar_2 = IN.hip_pack0.zw;
  surfIN.uv_Splat0 = tmpvar_2;
  vec2 tmpvar_3;
  tmpvar_3 = IN.hip_pack1.xy;
  surfIN.uv_Splat1 = tmpvar_3;
  vec2 tmpvar_4;
  tmpvar_4 = IN.hip_pack1.zw;
  surfIN.uv_Splat2 = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5 = IN.hip_pack2.xy;
  surfIN.uv_Splat3 = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_7;
  float tmpvar_8;
  tmpvar_8 = 0.0;
  o.Specular = tmpvar_8;
  float tmpvar_9;
  tmpvar_9 = 0.0;
  o.Alpha = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = 0.0;
  o.Gloss = tmpvar_10;
  surf (surfIN, o);
  vec4 tmpvar_11;
  tmpvar_11 = texture2DProj (_LightBuffer, IN.hip_screen);
  vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  light = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = log2 (light);
  vec4 tmpvar_14;
  tmpvar_14 = -(tmpvar_13);
  light = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (light.xyz + unity_Ambient.xyz);
  light.xyz = tmpvar_15.xyz.xyz;
  vec4 tmpvar_16;
  tmpvar_16 = LightingLambert_PrePass (o, light);
  vec4 tmpvar_17;
  tmpvar_17 = tmpvar_16;
  col = tmpvar_17;
  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_pack0 = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = gl_TexCoord[1].xyzw;
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  xlt_IN.hip_pack1 = tmpvar_6;
  vec2 tmpvar_7;
  tmpvar_7 = gl_TexCoord[2].xy;
  vec2 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xlt_IN.hip_pack2 = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xlt_IN.hip_screen = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = frag_surf (xlt_IN);
  vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  xl_retval = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = xl_retval.xyzw;
  vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  gl_FragData[0] = tmpvar_14;
}

