float xll_saturate( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct SurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    float Gloss;
    float Alpha;
};
struct Input {
    vec2 uv_BumpMap;
    vec3 viewDir;
};
struct v2f_surf {
    vec4 pos;
    float fog;
    vec2 hip_pack0;
    vec3 lightDir;
    vec3 _LightCoord;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _RimColor;
uniform float _RimPower;
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
vec4 UnpackNormal( in vec4 packednormal ) {
    vec4 normal;
    normal.xy  = ((packednormal.wy  * 2.00000) - 1.00000);
    normal.z  = sqrt( ((1.00000 - (normal.x  * normal.x )) - (normal.y  * normal.y )) );
    return normal;
}
void surf( in Input IN, inout SurfaceOutput o ) {
    float rim;
    o.Albedo = texture2D( _MainTex, IN.uv_BumpMap).xyz ;
    o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
    rim = (1.00000 - xll_saturate( dot( normalize( IN.viewDir ), o.Normal) ));
    o.Emission = (_RimColor.xyz  * pow( rim, _RimPower));
}
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
    float diff;
    vec4 c;
    diff = max( 0.000000, dot( s.Normal, lightDir));
    c.xyz  = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
    c.w  = s.Alpha;
    return c;
}
vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    SurfaceOutput o;
    vec3 lightDir;
    vec4 c;
    surfIN.uv_BumpMap = IN.hip_pack0.xy ;
    o.Albedo = vec3( 0.000000);
    o.Emission = vec3( 0.000000);
    o.Specular = 0.000000;
    o.Alpha = 0.000000;
    o.Gloss = 0.000000;
    surf( surfIN, o);
    lightDir = IN.lightDir;
    lightDir = normalize( lightDir );
    c = LightingLambert( o, lightDir, (texture2D( _LightTextureB0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w  * textureCube( _LightTexture0, IN._LightCoord).w ));
    c.w  = 0.000000;
    return c;
}
varying vec4 xlv_FOG;
void main() {
    vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.fog = float( xlv_FOG);
    xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
    xlt_IN.lightDir = vec3( gl_TexCoord[1]);
    xlt_IN._LightCoord = vec3( gl_TexCoord[2]);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4( xl_retval);
}