struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec2 uv_BumpMap;
  vec2 uv_Illum;
  vec3 viewDir;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec4 hip_pack0;
  vec3 viewDir;
  vec3 lightDir;
  vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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;
}

vec2 ParallaxOffset (
  in float h,
  in float height,
  in vec3 viewDir
)
{
  vec3 v;
  float tmpvar_1;
  tmpvar_1 = ((h * height) - (height / 2.0));
  h = tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_2 = normalize (viewDir);
  vec3 tmpvar_3;
  tmpvar_3 = tmpvar_2;
  v = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = (v.z + 0.42);
  v.z = vec3(tmpvar_4).z;
  return (h * (v.xy / v.z));
}

void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec4 c;
  vec2 offset;
  float h;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_ParallaxMap, IN.uv_BumpMap);
  float tmpvar_2;
  tmpvar_2 = tmpvar_1.w;
  h = tmpvar_2;
  vec2 tmpvar_3;
  tmpvar_3 = ParallaxOffset (h, _Parallax, IN.viewDir);
  vec2 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  offset = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5 = (IN.uv_MainTex + offset);
  IN.uv_MainTex = tmpvar_5;
  vec2 tmpvar_6;
  tmpvar_6 = (IN.uv_BumpMap + offset);
  IN.uv_BumpMap = tmpvar_6;
  vec2 tmpvar_7;
  tmpvar_7 = (IN.uv_Illum + offset);
  IN.uv_Illum = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_9;
  tmpvar_9 = (tmpvar_8 * _Color);
  c = tmpvar_9;
  vec3 tmpvar_10;
  tmpvar_10 = c.xyz;
  o.Albedo = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = texture2D (_Illum, IN.uv_Illum);
  vec3 tmpvar_12;
  tmpvar_12 = (c.xyz * tmpvar_11.w);
  o.Emission = tmpvar_12;
  float tmpvar_13;
  tmpvar_13 = c.w;
  o.Alpha = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = texture2D (_BumpMap, IN.uv_BumpMap);
  vec4 tmpvar_15;
  tmpvar_15 = UnpackNormal (tmpvar_14);
  vec3 tmpvar_16;
  tmpvar_16 = tmpvar_15.xyz;
  vec3 tmpvar_17;
  tmpvar_17 = tmpvar_16;
  o.Normal = tmpvar_17;
}

float UnitySpotCookie (
  in vec4 LightCoord
)
{
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5));
  return tmpvar_1.w;
}

float UnitySpotAttenuate (
  in vec3 LightCoord
)
{
  float tmpvar_1;
  tmpvar_1 = dot (LightCoord, LightCoord);
  vec2 tmpvar_2;
  tmpvar_2 = vec2(tmpvar_1);
  vec2 tmpvar_3;
  tmpvar_3 = tmpvar_2.xy;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_LightTextureB0, tmpvar_3);
  return tmpvar_4.w;
}

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 = IN.viewDir;
  surfIN.viewDir = tmpvar_3;
  vec3 tmpvar_4;
  tmpvar_4 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_4;
  vec3 tmpvar_5;
  tmpvar_5 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = 0.0;
  o.Specular = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = 0.0;
  o.Alpha = tmpvar_7;
  float tmpvar_8;
  tmpvar_8 = 0.0;
  o.Gloss = tmpvar_8;
  surf (surfIN, o);
  vec3 tmpvar_9;
  tmpvar_9 = IN.lightDir;
  lightDir = tmpvar_9;
  vec3 tmpvar_10;
  tmpvar_10 = normalize (lightDir);
  vec3 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  lightDir = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = UnitySpotCookie (IN._LightCoord);
  float tmpvar_13;
  tmpvar_13 = UnitySpotAttenuate (IN._LightCoord.xyz);
  vec4 tmpvar_14;
  tmpvar_14 = LightingLambert (o, lightDir, ((float((IN._LightCoord.z > 0.0)) * tmpvar_12) * tmpvar_13));
  vec4 tmpvar_15;
  tmpvar_15 = tmpvar_14;
  c = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = 0.0;
  c.w = vec4(tmpvar_16).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.viewDir = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = gl_TexCoord[2].xyz;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xlt_IN.lightDir = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = gl_TexCoord[3].xyzw;
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xlt_IN._LightCoord = 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;
}

