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_MainTex;
    vec2 uv_BumpMap;
    vec3 viewDir;
};
struct v2f_surf {
    vec4 pos;
    float fog;
    vec4 hip_pack0;
    vec3 viewDir;
    vec4 hip_screen;
    vec3 hip_lmapFade;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;


uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
uniform vec4 unity_Scale;
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec3 ObjSpaceViewDir( in vec4 v );
vec4 ComputeScreenPos( in vec4 pos );
v2f_surf vert_surf( in appdata_full v );
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
    pos = ( gl_ModelViewProjectionMatrix * v );
    fog = pos.z ;
}
vec3 ObjSpaceViewDir( in vec4 v ) {
    vec3 objSpaceCameraPos;
    objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz  * unity_Scale.w );
    return (objSpaceCameraPos - v.xyz );
}
vec4 ComputeScreenPos( in vec4 pos ) {
    vec4 o;
    o = (pos * 0.500000);
    o.xy  = (vec2( o.x , (o.y  * _ProjectionParams.x )) + o.w );
    o.zw  = pos.zw ;
    return o;
}
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    vec3 binormal;
    mat3 rotation;
    PositionFog( v.vertex, o.pos, o.fog);
    o.hip_pack0.xy  = ((v.texcoord.xy  * _MainTex_ST.xy ) + _MainTex_ST.zw );
    o.hip_pack0.zw  = ((v.texcoord.xy  * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
    o.hip_screen = ComputeScreenPos( o.pos);
    o.hip_lmapFade.xy  = ((v.texcoord1.xy  * unity_LightmapST.xy ) + unity_LightmapST.zw );
    o.hip_lmapFade.z  = ((( -( gl_ModelViewMatrix * v.vertex ).z  ) * unity_LightmapFade.z ) + unity_LightmapFade.w );
    binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
    rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
    o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
    return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.tangent = vec4( TANGENT);
    xlt_v.normal = vec3( gl_Normal);
    xlt_v.texcoord = vec4( gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
    xlt_v.color = vec4( gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
    gl_TexCoord[0] = vec4( xl_retval.hip_pack0);
    gl_TexCoord[1] = vec4( xl_retval.viewDir, 0.0);
    gl_TexCoord[2] = vec4( xl_retval.hip_screen);
    gl_TexCoord[3] = vec4( xl_retval.hip_lmapFade, 0.0);
}