struct LeafSurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  vec3 Translucency;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec4 lop_color;
  vec3 lightDir;
  vec3 viewDir;
  vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _TranslucencyMap;
uniform vec4 _TranslucencyColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _GlossMap;
uniform float _Cutoff;
uniform sampler2D _BumpMap;
void xll_clip (
  in float x
)
{
  if ((x < 0.0)) {
    discard;
  };
}

float xll_saturate (
  in float x
)
{
  float tmpvar_1;
  tmpvar_1 = clamp (x, 0.0, 1.0);
  return tmpvar_1;
}

vec2 xll_saturate (
  in vec2 x
)
{
  vec2 tmpvar_1;
  tmpvar_1 = clamp (x, 0.0, 1.0);
  return tmpvar_1;
}

vec3 xll_saturate (
  in vec3 x
)
{
  vec3 tmpvar_1;
  tmpvar_1 = clamp (x, 0.0, 1.0);
  return tmpvar_1;
}

vec4 xll_saturate (
  in vec4 x
)
{
  vec4 tmpvar_1;
  tmpvar_1 = clamp (x, 0.0, 1.0);
  return tmpvar_1;
}

mat2 xll_saturate (
  in mat2 m
)
{
  vec2 tmpvar_1;
  tmpvar_1 = clamp (m[0], 0.0, 1.0);
  vec2 tmpvar_2;
  tmpvar_2 = clamp (m[1], 0.0, 1.0);
  mat2 tmpvar_3;
  vec2 tmpvar_4;
  tmpvar_4 = tmpvar_1;
  tmpvar_3[0] = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5 = tmpvar_2;
  tmpvar_3[1] = tmpvar_5;
  return tmpvar_3;
}

mat3 xll_saturate (
  in mat3 m
)
{
  vec3 tmpvar_1;
  tmpvar_1 = clamp (m[0], 0.0, 1.0);
  vec3 tmpvar_2;
  tmpvar_2 = clamp (m[1], 0.0, 1.0);
  vec3 tmpvar_3;
  tmpvar_3 = clamp (m[2], 0.0, 1.0);
  mat3 tmpvar_4;
  vec3 tmpvar_5;
  tmpvar_5 = tmpvar_1;
  tmpvar_4[0] = tmpvar_5;
  vec3 tmpvar_6;
  tmpvar_6 = tmpvar_2;
  tmpvar_4[1] = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = tmpvar_3;
  tmpvar_4[2] = tmpvar_7;
  return tmpvar_4;
}

mat4 xll_saturate (
  in mat4 m
)
{
  vec4 tmpvar_1;
  tmpvar_1 = clamp (m[0], 0.0, 1.0);
  vec4 tmpvar_2;
  tmpvar_2 = clamp (m[1], 0.0, 1.0);
  vec4 tmpvar_3;
  tmpvar_3 = clamp (m[2], 0.0, 1.0);
  vec4 tmpvar_4;
  tmpvar_4 = clamp (m[3], 0.0, 1.0);
  mat4 tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_1;
  tmpvar_5[0] = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = tmpvar_2;
  tmpvar_5[1] = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_3;
  tmpvar_5[2] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = tmpvar_4;
  tmpvar_5[3] = tmpvar_9;
  return tmpvar_5;
}

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 LeafSurfaceOutput o
)
{
  vec4 c;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_2;
  tmpvar_2 = tmpvar_1;
  c = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = (c.xyz * IN.color.xyz);
  o.Albedo = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_TranslucencyMap, IN.uv_MainTex);
  vec3 tmpvar_5;
  tmpvar_5 = _TranslucencyColor.xyz;
  vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_4.xyz * tmpvar_5);
  o.Translucency = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_GlossMap, IN.uv_MainTex);
  float tmpvar_8;
  tmpvar_8 = tmpvar_7.w;
  o.Gloss = tmpvar_8;
  float tmpvar_9;
  tmpvar_9 = (c.w * IN.color.w);
  o.Alpha = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = _Shininess;
  o.Specular = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_BumpMap, IN.uv_MainTex);
  vec4 tmpvar_12;
  tmpvar_12 = UnpackNormal (tmpvar_11);
  vec3 tmpvar_13;
  tmpvar_13 = tmpvar_12.xyz;
  vec3 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  o.Normal = tmpvar_14;
}

vec4 LightingTreeLeaf (
  in LeafSurfaceOutput s,
  in vec3 lightDir,
  in vec3 viewDir,
  in float atten
)
{
  vec4 c;
  vec3 col;
  vec3 translucencyColor;
  float trans;
  float spec;
  float nh;
  float diff;
  vec3 h;
  vec3 tmpvar_1;
  tmpvar_1 = normalize ((lightDir + viewDir));
  vec3 tmpvar_2;
  tmpvar_2 = tmpvar_1;
  h = tmpvar_2;
  float tmpvar_3;
  tmpvar_3 = dot (s.Normal, lightDir);
  float tmpvar_4;
  tmpvar_4 = tmpvar_3;
  diff = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = dot (s.Normal, h);
  float tmpvar_6;
  tmpvar_6 = max (0.0, tmpvar_5);
  float tmpvar_7;
  tmpvar_7 = tmpvar_6;
  nh = tmpvar_7;
  float tmpvar_8;
  tmpvar_8 = pow (nh, (s.Specular * 128.0));
  float tmpvar_9;
  tmpvar_9 = (tmpvar_8 * s.Gloss);
  spec = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = max (0.0, -(diff));
  float tmpvar_11;
  tmpvar_11 = tmpvar_10;
  trans = tmpvar_11;
  vec3 tmpvar_12;
  tmpvar_12 = ((s.Translucency * trans) * 2.0);
  translucencyColor = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = max (0.0, ((diff * 0.5) + 0.5));
  float tmpvar_14;
  tmpvar_14 = tmpvar_13;
  diff = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (s.Albedo * (diff + translucencyColor));
  col = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = ceil (trans);
  float tmpvar_17;
  tmpvar_17 = xll_saturate (tmpvar_16);
  vec3 tmpvar_18;
  tmpvar_18 = (col + (spec * (1.0 - tmpvar_17)));
  col = tmpvar_18;
  vec3 tmpvar_19;
  tmpvar_19 = (col * _LightColor0.xyz);
  col = tmpvar_19;
  vec3 tmpvar_20;
  tmpvar_20 = (col * (atten * 2.0));
  c.xyz = tmpvar_20.xyz.xyz;
  return c;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  vec4 c;
  vec3 lightDir;
  LeafSurfaceOutput o;
  Input surfIN;
  vec2 tmpvar_1;
  tmpvar_1 = IN.hip_pack0.xy;
  surfIN.uv_MainTex = tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = IN.lop_color;
  surfIN.color = 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;
  surf (surfIN, o);
  xll_clip ((o.Alpha - _Cutoff));
  vec3 tmpvar_7;
  tmpvar_7 = IN.lightDir;
  lightDir = tmpvar_7;
  vec3 tmpvar_8;
  tmpvar_8 = normalize (lightDir);
  vec3 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  lightDir = tmpvar_9;
  vec3 tmpvar_10;
  tmpvar_10 = IN.viewDir.xyz;
  vec3 tmpvar_11;
  tmpvar_11 = normalize (tmpvar_10);
  float tmpvar_12;
  tmpvar_12 = dot (IN._LightCoord, IN._LightCoord);
  vec2 tmpvar_13;
  tmpvar_13 = vec2(tmpvar_12);
  vec2 tmpvar_14;
  tmpvar_14 = tmpvar_13.xy;
  vec4 tmpvar_15;
  tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14);
  vec4 tmpvar_16;
  tmpvar_16 = textureCube (_LightTexture0, IN._LightCoord);
  vec4 tmpvar_17;
  tmpvar_17 = LightingTreeLeaf (o, lightDir, tmpvar_11, (tmpvar_15.w * tmpvar_16.w));
  vec4 tmpvar_18;
  tmpvar_18 = tmpvar_17;
  c = tmpvar_18;
  float tmpvar_19;
  tmpvar_19 = o.Alpha;
  c.w = vec4(tmpvar_19).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;
  vec2 tmpvar_3;
  tmpvar_3 = gl_TexCoord[0].xy;
  vec2 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  xlt_IN.hip_pack0 = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = gl_Color.xyzw;
  vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  xlt_IN.lop_color = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = gl_TexCoord[1].xyz;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xlt_IN.lightDir = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = gl_TexCoord[2].xyz;
  vec3 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xlt_IN.viewDir = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = gl_TexCoord[3].xyz;
  vec3 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  xlt_IN._LightCoord = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = frag_surf (xlt_IN);
  vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  xl_retval = tmpvar_14;
  vec4 tmpvar_15;
  tmpvar_15 = xl_retval.xyzw;
  vec4 tmpvar_16;
  tmpvar_16 = tmpvar_15;
  gl_FragData[0] = tmpvar_16;
}

