struct SurfaceOutput {
  vec3 Albedo;
  vec3 Normal;
  vec3 Emission;
  float Specular;
  float Gloss;
  float Alpha;
};
struct Input {
  vec2 uv_MainTex;
};
struct v2f_surf {
  vec4 pos;
  float fog;
  vec2 hip_pack0;
  vec3 normal;
  vec3 lightDir;
  vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
  in Input IN,
  inout SurfaceOutput o
)
{
  vec4 c;
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
  vec4 tmpvar_2;
  tmpvar_2 = (tmpvar_1 * _Color);
  c = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = c.xyz;
  o.Albedo = tmpvar_3;
  float tmpvar_4;
  tmpvar_4 = c.w;
  o.Alpha = tmpvar_4;
}

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;
  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;
  vec3 tmpvar_7;
  tmpvar_7 = IN.normal;
  o.Normal = tmpvar_7;
  surf (surfIN, o);
  vec3 tmpvar_8;
  tmpvar_8 = IN.lightDir;
  lightDir = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_LightTexture0, IN._LightCoord);
  vec4 tmpvar_10;
  tmpvar_10 = LightingLambert (o, lightDir, (tmpvar_9.w * 1.0));
  vec4 tmpvar_11;
  tmpvar_11 = tmpvar_10;
  c = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = 0.0;
  c.w = vec4(tmpvar_12).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;
  vec3 tmpvar_5;
  tmpvar_5 = gl_TexCoord[1].xyz;
  vec3 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  xlt_IN.normal = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = gl_TexCoord[2].xyz;
  vec3 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  xlt_IN.lightDir = tmpvar_8;
  vec2 tmpvar_9;
  tmpvar_9 = gl_TexCoord[3].xy;
  vec2 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;
}

