struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
  vec4 color;
};
struct v2f_surf {
  vec4 pos;
};
uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _BumpSpecMap;
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 SurfaceOutput o
)
{
  vec4 norspc;
  vec4 trngls;
  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);
  vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  trngls = tmpvar_5;
  float tmpvar_6;
  tmpvar_6 = trngls.w;
  o.Gloss = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = IN.color.w;
  o.Alpha = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8 = texture2D (_BumpSpecMap, IN.uv_MainTex);
  vec4 tmpvar_9;
  tmpvar_9 = tmpvar_8;
  norspc = tmpvar_9;
  float tmpvar_10;
  tmpvar_10 = norspc.x;
  o.Specular = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = UnpackNormal (norspc);
  vec3 tmpvar_12;
  tmpvar_12 = tmpvar_11.xyz;
  vec3 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  o.Normal = tmpvar_13;
}

vec4 frag_surf (
  in v2f_surf IN
)
{
  Input surfIN;
  SurfaceOutput o;
  vec3 tmpvar_1;
  tmpvar_1 = vec3(0.0, 0.0, 0.0);
  o.Albedo = tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_2 = vec3(0.0, 0.0, 0.0);
  o.Emission = tmpvar_2;
  float tmpvar_3;
  tmpvar_3 = 0.0;
  o.Specular = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = 0.0;
  o.Alpha = tmpvar_4;
  float tmpvar_5;
  tmpvar_5 = 0.0;
  o.Gloss = tmpvar_5;
  surf (surfIN, o);
  return vec4(0.0, 0.0, 0.0, 0.0);
}

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;
  vec4 tmpvar_2;
  tmpvar_2 = frag_surf (xlt_IN);
  vec4 tmpvar_3;
  tmpvar_3 = tmpvar_2;
  xl_retval = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4 = xl_retval.xyzw;
  vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4;
  gl_FragData[0] = tmpvar_5;
}

