diff --git a/GameData.zip b/GameData.zip index 3f3772f..0576520 100644 Binary files a/GameData.zip and b/GameData.zip differ diff --git a/GameData/KronalUtils/Plugins/KronalUtils.dll b/GameData/KronalUtils/Plugins/KronalUtils.dll new file mode 100644 index 0000000..fd70728 Binary files /dev/null and b/GameData/KronalUtils/Plugins/KronalUtils.dll differ diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/blueprint b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/blueprint new file mode 100644 index 0000000..ae21213 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/blueprint @@ -0,0 +1,1106 @@ +Shader "Kronal/BluePrint" { +Properties { + _MainTex ("Base (RGB)", Rect) = "white" {} + _Color ("Base Color (RGB)", Color) = (0.0, 0.192, 0.325, 1.0) + _MidColor ("Mid Color (RGB)", Color) = (0.0, 0.447, 0.733, 1.0) + _Gamma ("Gamma", Range(0.0, 3.0)) = 1.0 + _ScaleX ("ScaleX", Range(0.0, 0.01)) = 0.01 + _ScaleY ("ScaleY", Range(0.0, 100.0)) = 78.233 +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 16 to 16 +// d3d9 - ALU: 16 to 16 +// d3d11 - ALU: 4 to 4, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 4 to 4, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 9 [_Object2World] +"!!ARBvp1.0 +# 16 ALU +PARAM c[13] = { { 0 }, + state.matrix.mvp, + state.matrix.texture[0], + program.local[9..12] }; +TEMP R0; +TEMP R1; +TEMP R2; +DP4 R2.x, vertex.position, c[3]; +MOV R1.z, R2.x; +DP4 R1.x, vertex.position, c[1]; +DP4 R1.y, vertex.position, c[2]; +DP4 R1.w, vertex.position, c[4]; +MOV result.position, R1; +RCP R1.z, R2.x; +MOV R0.zw, c[0].x; +MOV R0.xy, vertex.texcoord[0]; +DP4 result.texcoord[0].y, R0, c[6]; +DP4 result.texcoord[0].x, R0, c[5]; +MUL result.texcoord[1].xy, R1, R1.z; +DP4 result.texcoord[2].w, vertex.position, c[12]; +DP4 result.texcoord[2].z, vertex.position, c[11]; +DP4 result.texcoord[2].y, vertex.position, c[10]; +DP4 result.texcoord[2].x, vertex.position, c[9]; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Matrix 8 [_Object2World] +"vs_2_0 +; 16 ALU +def c12, 0.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_texcoord0 v1 +dp4 r2.x, v0, c2 +mov r1.z, r2.x +dp4 r1.x, v0, c0 +dp4 r1.y, v0, c1 +dp4 r1.w, v0, c3 +mov oPos, r1 +rcp r1.z, r2.x +mov r0.zw, c12.x +mov r0.xy, v1 +dp4 oT0.y, r0, c5 +dp4 oT0.x, r0, c4 +mul oT1.xy, r1, r1.z +dp4 oT2.w, v0, c11 +dp4 oT2.z, v0, c10 +dp4 oT2.y, v0, c9 +dp4 oT2.x, v0, c8 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "UnityPerDraw" 336 // 256 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "UnityPerDraw" 0 +BindCB "UnityPerDrawTexMatrices" 1 +// 13 instructions, 1 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedeidhfilihgcekdejahmalnbijpijnneeabaaaaaadiadaaaaadaaaaaa +cmaaaaaaiaaaaaaaaiabaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaacaaaaaaapaaaaaafdfgfpfagphdgjhegjgpgoaafeeffied +epepfceeaaklklklfdeieefcciacaaaaeaaaabaaikaaaaaafjaaaaaeegiocaaa +aaaaaaaabaaaaaaafjaaaaaeegiocaaaabaaaaaaccaaaaaafpaaaaadpcbabaaa +aaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadpccabaaa +acaaaaaagiaaaaacabaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaaaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaaaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaaaoaaaaahmccabaaa +abaaaaaaagaebaaaaaaaaaaakgakbaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaa +fgbfbaaaabaaaaaaegiacaaaabaaaaaacbaaaaaadcaaaaakdccabaaaabaaaaaa +egiacaaaabaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaanaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaoaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaacaaaaaaegiocaaaaaaaaaaa +apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec4 tmpvar_2; + tmpvar_2 = (glstate_matrix_mvp * _glesVertex); + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + gl_Position = tmpvar_2; + xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_3).xy; + xlv_TEXCOORD1 = (tmpvar_2.xy / tmpvar_2.z); + xlv_TEXCOORD2 = (_Object2World * _glesVertex); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD0; +uniform highp float _Gamma; +uniform highp vec4 _MidColor; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 tmpvar_1; + highp vec4 original_2; + lowp vec4 tmpvar_3; + tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); + original_2 = tmpvar_3; + if ((original_2.w < 0.0001)) { + highp float tmpvar_4; + tmpvar_4 = abs((fract((xlv_TEXCOORD2.x * 0.01)) - 0.5)); + float tmpvar_5; + if ((tmpvar_4 < 0.01)) { + tmpvar_5 = 1.0; + } else { + tmpvar_5 = 0.0; + }; + highp float tmpvar_6; + tmpvar_6 = abs((fract((xlv_TEXCOORD2.y * 0.01)) - 0.5)); + float tmpvar_7; + if ((tmpvar_6 < 0.01)) { + tmpvar_7 = 1.0; + } else { + tmpvar_7 = 0.0; + }; + highp float tmpvar_8; + tmpvar_8 = abs((fract(((xlv_TEXCOORD2.x * 0.1) + 0.4)) - 0.5)); + float tmpvar_9; + if ((tmpvar_8 < 0.05)) { + tmpvar_9 = 1.0; + } else { + tmpvar_9 = 0.0; + }; + highp float tmpvar_10; + tmpvar_10 = abs((fract(((xlv_TEXCOORD2.y * 0.1) + 0.4)) - 0.5)); + float tmpvar_11; + if ((tmpvar_10 < 0.05)) { + tmpvar_11 = 1.0; + } else { + tmpvar_11 = 0.0; + }; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = pow (abs((_Color + ((0.15 * clamp ((((tmpvar_5 + tmpvar_7) + tmpvar_9) + tmpvar_11), 0.0, 1.0)) * _MidColor))), vec4(_Gamma)).xyz; + tmpvar_1 = tmpvar_12; + } else { + tmpvar_1 = original_2; + }; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec4 tmpvar_2; + tmpvar_2 = (glstate_matrix_mvp * _glesVertex); + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + gl_Position = tmpvar_2; + xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_3).xy; + xlv_TEXCOORD1 = (tmpvar_2.xy / tmpvar_2.z); + xlv_TEXCOORD2 = (_Object2World * _glesVertex); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD0; +uniform highp float _Gamma; +uniform highp vec4 _MidColor; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 tmpvar_1; + highp vec4 original_2; + lowp vec4 tmpvar_3; + tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); + original_2 = tmpvar_3; + if ((original_2.w < 0.0001)) { + highp float tmpvar_4; + tmpvar_4 = abs((fract((xlv_TEXCOORD2.x * 0.01)) - 0.5)); + float tmpvar_5; + if ((tmpvar_4 < 0.01)) { + tmpvar_5 = 1.0; + } else { + tmpvar_5 = 0.0; + }; + highp float tmpvar_6; + tmpvar_6 = abs((fract((xlv_TEXCOORD2.y * 0.01)) - 0.5)); + float tmpvar_7; + if ((tmpvar_6 < 0.01)) { + tmpvar_7 = 1.0; + } else { + tmpvar_7 = 0.0; + }; + highp float tmpvar_8; + tmpvar_8 = abs((fract(((xlv_TEXCOORD2.x * 0.1) + 0.4)) - 0.5)); + float tmpvar_9; + if ((tmpvar_8 < 0.05)) { + tmpvar_9 = 1.0; + } else { + tmpvar_9 = 0.0; + }; + highp float tmpvar_10; + tmpvar_10 = abs((fract(((xlv_TEXCOORD2.y * 0.1) + 0.4)) - 0.5)); + float tmpvar_11; + if ((tmpvar_10 < 0.05)) { + tmpvar_11 = 1.0; + } else { + tmpvar_11 = 0.0; + }; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = pow (abs((_Color + ((0.15 * clamp ((((tmpvar_5 + tmpvar_7) + tmpvar_9) + tmpvar_11), 0.0, 1.0)) * _MidColor))), vec4(_Gamma)).xyz; + tmpvar_1 = tmpvar_12; + } else { + tmpvar_1 = original_2; + }; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Matrix 8 [_Object2World] +"agal_vs +c12 0.0 0.0 0.0 0.0 +[bc] +bdaaaaaaacaaabacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.x, a0, c2 +aaaaaaaaabaaaeacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.z, r2.x +bdaaaaaaabaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r1.x, a0, c0 +bdaaaaaaabaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r1.y, a0, c1 +bdaaaaaaabaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r1.w, a0, c3 +aaaaaaaaaaaaapadabaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r1 +afaaaaaaabaaaeacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r2.x +aaaaaaaaaaaaamacamaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.zw, c12.x +aaaaaaaaaaaaadacadaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, a3 +bdaaaaaaaaaaacaeaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 v0.y, r0, c5 +bdaaaaaaaaaaabaeaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 v0.x, r0, c4 +adaaaaaaabaaadaeabaaaafeacaaaaaaabaaaakkacaaaaaa mul v1.xy, r1.xyyy, r1.z +bdaaaaaaacaaaiaeaaaaaaoeaaaaaaaaalaaaaoeabaaaaaa dp4 v2.w, a0, c11 +bdaaaaaaacaaaeaeaaaaaaoeaaaaaaaaakaaaaoeabaaaaaa dp4 v2.z, a0, c10 +bdaaaaaaacaaacaeaaaaaaoeaaaaaaaaajaaaaoeabaaaaaa dp4 v2.y, a0, c9 +bdaaaaaaacaaabaeaaaaaaoeaaaaaaaaaiaaaaoeabaaaaaa dp4 v2.x, a0, c8 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "UnityPerDraw" 336 // 256 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "UnityPerDraw" 0 +BindCB "UnityPerDrawTexMatrices" 1 +// 13 instructions, 1 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedkajemhojlhddfnkjfemecfoklpfgfpfpabaaaaaakiaeaaaaaeaaaaaa +daaaaaaajmabaaaammadaaaacaaeaaaaebgpgodjgeabaaaageabaaaaaaacpopp +biabaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaaaaa +aeaaabaaaaaaaaaaaaaaamaaaeaaafaaaaaaaaaaabaacaaaacaaajaaaaaaaaaa +aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja +afaaaaadaaaaadiaabaaffjaakaaoekaaeaaaaaeaaaaadoaajaaoekaabaaaaja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaacaaoekaaeaaaaaeaaaaapiaabaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaadaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaaeaaoekaaaaappjaaaaaoeiaagaaaaacabaaabiaaaaakkiaafaaaaad +aaaaamoaaaaabeiaabaaaaiaafaaaaadabaaapiaaaaaffjaagaaoekaaeaaaaae +abaaapiaafaaoekaaaaaaajaabaaoeiaaeaaaaaeabaaapiaahaaoekaaaaakkja +abaaoeiaaeaaaaaeabaaapoaaiaaoekaaaaappjaabaaoeiaaeaaaaaeaaaaadma +aaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefc +ciacaaaaeaaaabaaikaaaaaafjaaaaaeegiocaaaaaaaaaaabaaaaaaafjaaaaae +egiocaaaabaaaaaaccaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaa +abaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaa +gfaaaaadmccabaaaabaaaaaagfaaaaadpccabaaaacaaaaaagiaaaaacabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +aaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaa +aaaaaaaaegaobaaaaaaaaaaaaoaaaaahmccabaaaabaaaaaaagaebaaaaaaaaaaa +kgakbaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaafgbfbaaaabaaaaaaegiacaaa +abaaaaaacbaaaaaadcaaaaakdccabaaaabaaaaaaegiacaaaabaaaaaacaaaaaaa +agbabaaaabaaaaaaegaabaaaaaaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaaaaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +aaaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaaaaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaacaaaaaaegiocaaaaaaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadoaaaaabejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaacaaaaaaapaaaaaafdfgfpfagphdgjhegjgpgoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 313 +struct v2f { + highp vec4 pos; + highp vec2 uv; + highp vec2 screenPos; + highp vec4 wpos; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp vec4 _MainTex_TexelSize; +uniform highp vec4 _Color; +uniform highp vec4 _MidColor; +#line 310 +uniform highp float _Gamma; +uniform highp float _ScaleX; +uniform highp float _ScaleY; +#line 321 +#line 330 +#line 334 +#line 192 +highp vec2 MultiplyUV( in highp mat4 mat, in highp vec2 inUV ) { + highp vec4 temp = vec4( inUV.x, inUV.y, 0.0, 0.0); + temp = (mat * temp); + #line 196 + return temp.xy; +} +#line 321 +v2f vert( in appdata_img v ) { + v2f i; + i.pos = (glstate_matrix_mvp * v.vertex); + #line 325 + i.uv = MultiplyUV( glstate_matrix_texture0, v.texcoord); + i.screenPos = (i.pos.xy / i.pos.z); + i.wpos = (_Object2World * v.vertex); + return i; +} +out highp vec2 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +void main() { + v2f xl_retval; + appdata_img xlt_v; + xlt_v.vertex = vec4(gl_Vertex); + xlt_v.texcoord = vec2(gl_MultiTexCoord0); + xl_retval = vert( xlt_v); + gl_Position = vec4(xl_retval.pos); + xlv_TEXCOORD0 = vec2(xl_retval.uv); + xlv_TEXCOORD1 = vec2(xl_retval.screenPos); + xlv_TEXCOORD2 = vec4(xl_retval.wpos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 313 +struct v2f { + highp vec4 pos; + highp vec2 uv; + highp vec2 screenPos; + highp vec4 wpos; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp vec4 _MainTex_TexelSize; +uniform highp vec4 _Color; +uniform highp vec4 _MidColor; +#line 310 +uniform highp float _Gamma; +uniform highp float _ScaleX; +uniform highp float _ScaleY; +#line 321 +#line 330 +#line 334 +#line 334 +highp float grid( in highp vec2 co ) { + highp vec2 spacing = vec2( 0.01, 0.01); + highp vec2 smallspacing = vec2( 0.1, 0.1); + #line 338 + return xll_saturate_f(((((( (abs((fract((co.x * spacing.x)) - 0.5)) < spacing.x) ) ? ( 1.0 ) : ( 0.0 )) + (( (abs((fract((co.y * spacing.y)) - 0.5)) < spacing.y) ) ? ( 1.0 ) : ( 0.0 ))) + (( (abs((fract(((co.x * smallspacing.x) + (smallspacing.x * 4.0))) - 0.5)) < (smallspacing.x * 0.5)) ) ? ( 1.0 ) : ( 0.0 ))) + (( (abs((fract(((co.y * smallspacing.y) + (smallspacing.y * 4.0))) - 0.5)) < (smallspacing.y * 0.5)) ) ? ( 1.0 ) : ( 0.0 )))); +} +#line 340 +mediump vec4 frag( in v2f i ) { + #line 342 + highp vec4 original = texture( _MainTex, i.uv); + if ((original.w < 0.0001)){ + highp float g = grid( i.wpos.xy); + #line 346 + return vec4( pow( abs((_Color + ((0.15 * g) * _MidColor))), vec4( _Gamma)).xyz, 1.0); + } + else{ + #line 350 + return original; + } +} +in highp vec2 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +void main() { + mediump vec4 xl_retval; + v2f xlt_i; + xlt_i.pos = vec4(0.0); + xlt_i.uv = vec2(xlv_TEXCOORD0); + xlt_i.screenPos = vec2(xlv_TEXCOORD1); + xlt_i.wpos = vec4(xlv_TEXCOORD2); + xl_retval = frag( xlt_i); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 40 to 40, TEX: 1 to 1 +// d3d9 - ALU: 48 to 48, TEX: 1 to 1 +// d3d11 - ALU: 18 to 18, TEX: 1 to 1, FLOW: 4 to 4 +// d3d11_9x - ALU: 18 to 18, TEX: 1 to 1, FLOW: 4 to 4 +SubProgram "opengl " { +Keywords { } +Vector 0 [_Color] +Vector 1 [_MidColor] +Float 2 [_Gamma] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 40 ALU, 1 TEX +PARAM c[6] = { program.local[0..2], + { 1, 0, 9.9999997e-005, 0.15000001 }, + { 0.0099999998, 0.5, 0.1, 0.40000001 }, + { 0.050000001 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MUL R1.y, fragment.texcoord[2], c[4].x; +MUL R1.x, fragment.texcoord[2], c[4]; +FRC R1.y, R1; +FRC R1.x, R1; +ADD R1.y, R1, -c[4]; +ADD R1.x, R1, -c[4].y; +ABS R1.y, R1; +ABS R1.x, R1; +ADD R1.y, R1, -c[4].x; +ADD R1.x, R1, -c[4]; +MAD R1.z, fragment.texcoord[2].y, c[4], c[4].w; +FRC R1.z, R1; +ADD R1.z, R1, -c[4].y; +ABS R1.z, R1; +ADD R1.z, R1, -c[5].x; +SLT R1.w, R0, c[3].z; +ABS R1.w, R1; +CMP R2.x, -R1.w, c[3].y, c[3]; +CMP R1.y, R1, c[3].x, c[3]; +CMP R1.x, R1, c[3], c[3].y; +ADD R1.x, R1, R1.y; +MAD R1.y, fragment.texcoord[2].x, c[4].z, c[4].w; +FRC R1.y, R1; +ADD R1.y, R1, -c[4]; +ABS R1.y, R1; +ADD R1.y, R1, -c[5].x; +CMP R1.y, R1, c[3].x, c[3]; +ADD R1.x, R1, R1.y; +CMP R1.z, R1, c[3].x, c[3].y; +ADD_SAT R1.x, R1, R1.z; +MUL R1.xyz, R1.x, c[1]; +MUL R1.xyz, R1, c[3].w; +ADD R1.xyz, R1, c[0]; +ABS R1.xyz, R1; +POW R1.x, R1.x, c[2].x; +POW R1.y, R1.y, c[2].x; +MOV R1.w, c[3].x; +POW R1.z, R1.z, c[2].x; +CMP result.color, -R2.x, R0, R1; +END +# 40 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Vector 0 [_Color] +Vector 1 [_MidColor] +Float 2 [_Gamma] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 48 ALU, 1 TEX +dcl_2d s0 +def c3, -0.00010000, 0.00000000, 1.00000000, 0.01000000 +def c4, -0.50000000, -0.01000000, 0.10000000, 0.40000001 +def c5, -0.05000000, 0.15000001, 0, 0 +dcl t0.xy +dcl t2.xy +texld r0, t0, s0 +mul r1.x, t2.y, c3.w +mul r2.x, t2, c3.w +frc r1.x, r1 +frc r2.x, r2 +add r1.x, r1, c4 +add r2.x, r2, c4 +abs r1.x, r1 +abs r2.x, r2 +add r1.x, r1, c4.y +add r2.x, r2, c4.y +mad r3.x, t2, c4.z, c4.w +frc r3.x, r3 +add r3.x, r3, c4 +abs r3.x, r3 +add r3.x, r3, c5 +cmp r2.x, r2, c3.y, c3.z +cmp r1.x, r1, c3.y, c3.z +add r1.x, r2, r1 +cmp r3.x, r3, c3.y, c3.z +mad r2.x, t2.y, c4.z, c4.w +frc r2.x, r2 +add r2.x, r2, c4 +abs r2.x, r2 +add r2.x, r2, c5 +add r1.x, r1, r3 +cmp r2.x, r2, c3.y, c3.z +add_sat r1.x, r1, r2 +add r2.x, r0.w, c3 +mul r1.xyz, r1.x, c1 +mul r1.xyz, r1, c5.y +add r1.xyz, r1, c0 +abs r1.xyz, r1 +pow r3.x, r1.x, c2.x +cmp r2.x, r2, c3.y, c3.z +abs_pp r1.x, r2 +pow r2.y, r1.y, c2.x +mov r2.x, r3.x +pow r3.x, r1.z, c2.x +mov_pp r2.w, c3.z +mov r2.z, r3.x +cmp_pp r0, -r1.x, r0, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 80 // 68 used size, 7 vars +Vector 32 [_Color] 4 +Vector 48 [_MidColor] 4 +Float 64 [_Gamma] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 29 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 2 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 3 static, 1 dynamic +"ps_4_0 +eefiecedpdedndckeofpnkommjfhkppbolbmkjldabaaaaaagaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaacaaaaaaapadaaaafdfgfpfa +gphdgjhegjgpgoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefchaadaaaaeaaaaaaanmaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadbaaaaahbcaabaaaabaaaaaa +dkaabaaaaaaaaaaaabeaaaaabhlhnbdibpaaaeadakaabaaaabaaaaaadiaaaaak +dcaabaaaabaaaaaaegbabaaaacaaaaaaaceaaaaaaknhcddmaknhcddmaaaaaaaa +aaaaaaaabkaaaaafdcaabaaaabaaaaaaegaabaaaabaaaaaaaaaaaaakdcaabaaa +abaaaaaaegaabaaaabaaaaaaaceaaaaaaaaaaalpaaaaaalpaaaaaaaaaaaaaaaa +dbaaaaaldcaabaaaabaaaaaaegaabaiaibaaaaaaabaaaaaaaceaaaaaaknhcddm +aknhcddmaaaaaaaaaaaaaaaaabaaaaakdcaabaaaabaaaaaaegaabaaaabaaaaaa +aceaaaaaaaaaiadpaaaaiadpaaaaaaaaaaaaaaaaaaaaaaahbcaabaaaabaaaaaa +bkaabaaaabaaaaaaakaabaaaabaaaaaadcaaaaapgcaabaaaabaaaaaaagbbbaaa +acaaaaaaaceaaaaaaaaaaaaamnmmmmdnmnmmmmdnaaaaaaaaaceaaaaaaaaaaaaa +mnmmmmdomnmmmmdoaaaaaaaabkaaaaafgcaabaaaabaaaaaafgagbaaaabaaaaaa +aaaaaaakgcaabaaaabaaaaaafgagbaaaabaaaaaaaceaaaaaaaaaaaaaaaaaaalp +aaaaaalpaaaaaaaadbaaaaalgcaabaaaabaaaaaafgagbaiaibaaaaaaabaaaaaa +aceaaaaaaaaaaaaamnmmemdnmnmmemdnaaaaaaaaabaaaaakgcaabaaaabaaaaaa +fgagbaaaabaaaaaaaceaaaaaaaaaaaaaaaaaiadpaaaaiadpaaaaaaaaaaaaaaah +bcaabaaaabaaaaaabkaabaaaabaaaaaaakaabaaaabaaaaaaaaaaaaahbcaabaaa +abaaaaaackaabaaaabaaaaaaakaabaaaabaaaaaaddaaaaahbcaabaaaabaaaaaa +akaabaaaabaaaaaaabeaaaaaaaaaiadpdiaaaaahbcaabaaaabaaaaaaakaabaaa +abaaaaaaabeaaaaajkjjbjdodcaaaaalhcaabaaaabaaaaaaagaabaaaabaaaaaa +egiccaaaaaaaaaaaadaaaaaaegiccaaaaaaaaaaaacaaaaaacpaaaaaghcaabaaa 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r0, r2, r0 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 80 // 68 used size, 7 vars +Vector 32 [_Color] 4 +Vector 48 [_MidColor] 4 +Float 64 [_Gamma] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 29 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 2 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 3 static, 1 dynamic +"ps_4_0_level_9_1 +eefiecedjeododgkhnmonipebiidlmkmjbcjnjoiabaaaaaaiiahaaaaaeaaaaaa +daaaaaaafeadaaaammagaaaafeahaaaaebgpgodjbmadaaaabmadaaaaaaacpppp +oiacaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkabhlhnbliaknhcddm +aaaaaalpaknhcdlmfbaaaaafaeaaapkaaaaaaaaaaaaaiadpmnmmmmdnmnmmmmdo +fbaaaaafafaaapkamnmmemlnjkjjbjdoaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaaaplabpaaaaacaaaaaajaaaaiapkaecaaaaad +aaaacpiaaaaaoelaaaaioekaafaaaaadabaaaiiaabaaaalaadaaffkabdaaaaac 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+aaaaiadpdoaaaaabbcaaaaabdgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaa +doaaaaabbfaaaaabdoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaacaaaaaaapadaaaafdfgfpfa +gphdgjhegjgpgoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + +#LINE 74 + + } + } + Fallback off +} diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumped b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumped new file mode 100644 index 0000000..26af005 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumped @@ -0,0 +1,31656 @@ +Shader "KSP/Bumped" +{ + Properties + { + _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} + _BumpMap("_BumpMap", 2D) = "bump" {} + _Color ("Main Color", Color) = (1,1,1,1) + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 20 to 80 +// d3d9 - ALU: 21 to 83 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 44 ALU +PARAM c[25] = { { 1 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 44 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 47 ALU +def c24, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c24.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedonjjcopgmfffiaoiiibpbbahhnklgaooabaaaaaanaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc 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+egaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaa +egaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaa +egaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaa +aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaa +acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaa +acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaa +acaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaa +aaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"agal_vs +c24 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c24.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c24.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaamacadaaaaeeaaaaaaaabhaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c23.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabhaaaaoeabaaaaaa add v0.zw, r0.wwzw, c23 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedemjhpikcieackllhcjnmenegegoccjboabaaaaaakialaaaaaeaaaaaa +daaaaaaaaeaeaaaaeaakaaaaaialaaaaebgpgodjmmadaaaammadaaaaaaacpopp +faadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa 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+akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +ejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +kjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa +faepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfcee +aaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 439 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 431 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 435 + o.vlight = shlight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 439 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 443 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 447 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 451 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + #line 455 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlckajnjphoaajglgklambbhfcphgjhlfabaaaaaanaaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa 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+egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaa +ogikcaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_14.w) * tmpvar_14.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgohbgjicphogdfgdlnjnldgjnokdnfbdabaaaaaapiagaaaaaeaaaaaa +daaaaaaafeacaaaakiafaaaahaagaaaaebgpgodjbmacaaaabmacaaaaaaacpopp +meabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoa +aeaaoejaabaaoekaabaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahia +aaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeiaaeaaaaae +aaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaamaaoeka +aeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboaabaaoeja +aaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancja +aeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeia +abaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoeja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaaiaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcemadaaaaeaaaabaa +ndaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaa +afaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 431 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 435 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 440 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 444 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 448 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 452 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + #line 456 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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+agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaa +ogikcaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 normal_16; + normal_16 = tmpvar_3; + mediump vec3 scalePerBasisVector_17; + mediump vec3 lm_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_18 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_17 = tmpvar_20; + lm_18 = (lm_18 * dot (clamp ((tmpvar_15 * normal_16), 0.0, 1.0), scalePerBasisVector_17)); + mediump vec3 tmpvar_21; + tmpvar_21 = (tmpvar_2 * lm_18); + c_1.xyz = tmpvar_21; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_17; + tmpvar_17[0].x = 0.816497; + tmpvar_17[0].y = -0.408248; + tmpvar_17[0].z = -0.408248; + tmpvar_17[1].x = 0.0; + tmpvar_17[1].y = 0.707107; + tmpvar_17[1].z = -0.707107; + tmpvar_17[2].x = 0.57735; + tmpvar_17[2].y = 0.57735; + tmpvar_17[2].z = 0.57735; + mediump vec3 normal_18; + normal_18 = tmpvar_3; + mediump vec3 scalePerBasisVector_19; + mediump vec3 lm_20; + lowp vec3 tmpvar_21; + tmpvar_21 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + lm_20 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + scalePerBasisVector_19 = tmpvar_22; + lm_20 = (lm_20 * dot (clamp ((tmpvar_17 * normal_18), 0.0, 1.0), scalePerBasisVector_19)); + mediump vec3 tmpvar_23; + tmpvar_23 = (tmpvar_2 * lm_20); + c_1.xyz = tmpvar_23; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgohbgjicphogdfgdlnjnldgjnokdnfbdabaaaaaapiagaaaaaeaaaaaa +daaaaaaafeacaaaakiafaaaahaagaaaaebgpgodjbmacaaaabmacaaaaaaacpopp +meabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoa +aeaaoejaabaaoekaabaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahia +aaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeiaaeaaaaae +aaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaamaaoeka +aeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboaabaaoeja +aaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancja +aeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeia 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+adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaa +afaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 439 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 431 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 435 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 439 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 443 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 447 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 451 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 455 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + #line 459 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"!!ARBvp1.0 +# 49 ALU +PARAM c[26] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[25].xyxy, c[25]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 49 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"vs_2_0 +; 52 ALU +def c26, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c26.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c26.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c26.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c25.xyxy, c25 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 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+aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + lowp vec4 c_21; + c_21.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * tmpvar_15) * 2.0)); + c_21.w = tmpvar_5; + c_1.w = c_21.w; + c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec4 o_30; + highp vec4 tmpvar_31; + tmpvar_31 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_32; + tmpvar_32.x = tmpvar_31.x; + tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x); + o_30.xy = (tmpvar_32 + tmpvar_31.w); + o_30.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_30; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"agal_vs +c26 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c26.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c26.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabkaaaaffabaaaaaa mul r1.xyz, r0.xyww, c26.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25 +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddmmgihpmbnoiikhklgnnbndicpdhdjdnabaaaaaakeamaaaaaeaaaaaa 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gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + #line 465 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmiicmabohkdefhchpkppmpenbkfeefbeabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaa +ajaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp float tmpvar_14; + mediump float lightShadowDataX_15; + highp float dist_16; + lowp float tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_16 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = _LightShadowData.x; + lightShadowDataX_15 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_15); + tmpvar_14 = tmpvar_19; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_14 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_16; + tmpvar_16 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_16, ((tmpvar_14.x * 2.0) * tmpvar_15.xyz)), (tmpvar_16 * tmpvar_14.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedegnfgnllkphdcljmjkmbdgbkgnndecemabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae 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_glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 454 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 458 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 462 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 466 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmiicmabohkdefhchpkppmpenbkfeefbeabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaa +ajaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + mat3 tmpvar_21; + tmpvar_21[0].x = 0.816497; + tmpvar_21[0].y = -0.408248; + tmpvar_21[0].z = -0.408248; + tmpvar_21[1].x = 0.0; + tmpvar_21[1].y = 0.707107; + tmpvar_21[1].z = -0.707107; + tmpvar_21[2].x = 0.57735; + tmpvar_21[2].y = 0.57735; + tmpvar_21[2].z = 0.57735; + mediump vec3 normal_22; + normal_22 = tmpvar_3; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_21 * normal_22), 0.0, 1.0), scalePerBasisVector_23)); + lowp vec3 tmpvar_27; + tmpvar_27 = vec3((tmpvar_15 * 2.0)); + mediump vec3 tmpvar_28; + tmpvar_28 = (tmpvar_2 * min (lm_24, tmpvar_27)); + c_1.xyz = tmpvar_28; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 normal_19; + normal_19 = tmpvar_3; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_18 * normal_19), 0.0, 1.0), scalePerBasisVector_20)); + lowp vec3 arg1_24; + arg1_24 = ((tmpvar_15.x * 2.0) * tmpvar_16.xyz); + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_2 * max (min (lm_21, arg1_24), (lm_21 * tmpvar_15.x))); + c_1.xyz = tmpvar_25; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedegnfgnllkphdcljmjkmbdgbkgnndecemabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia 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+"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 465 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 469 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +Vector 32 [_BumpMap_ST] +"!!ARBvp1.0 +# 75 ALU +PARAM c[33] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[32].xyxy, c[32]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 75 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +"vs_2_0 +; 78 ALU +def c32, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c32.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c32.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c32.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c32.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c31.xyxy, c31 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedopkmmpolggpnlecejifmdnekbijegopaabaaaaaacaalaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa 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+uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +"agal_vs +c32 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c32.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacaaaaaaaabaaaaaa add r1, r2, c32.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacaaaaaffabaaaaaa max r0, r0, c32.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c32.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaamacadaaaaeeaaaaaaaabpaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c31.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabpaaaaoeabaaaaaa add v0.zw, r5.wwzw, c31 +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedhbjjbohijnoneendkmaefoeigmlcihblabaaaaaapabaaaaaaeaaaaaa +daaaaaaapmafaaaaiiapaaaafabaaaaaebgpgodjmeafaaaameafaaaaaaacpopp 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"VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 431 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 435 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 439 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 441 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 443 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 447 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 451 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 455 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 459 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"!!ARBvp1.0 +# 80 ALU +PARAM c[34] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..33] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[33].xyxy, c[33]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 80 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"vs_2_0 +; 83 ALU +def c34, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c34.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c34.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c34.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c34.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c34.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c33.xyxy, c33 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedflgnopjkabjbloighnaihjohacpemdibabaaaaaanaalaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa 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+diaaaaaihcaabaaaadaaaaaafgafbaaaabaaaaaaegiccaaaacaaaaaaahaaaaaa +dcaaaaakhcaabaaaadaaaaaaegiccaaaacaaaaaaagaaaaaaagaabaaaabaaaaaa +egacbaaaadaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaaaiaaaaaa +kgakbaaaabaaaaaaegacbaaaadaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaa +acaaaaaaajaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaa +aeaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaafaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + lowp vec4 c_21; + c_21.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * tmpvar_15) * 2.0)); + c_21.w = tmpvar_5; + c_1.w = c_21.w; + c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_10 = tmpvar_1.xyz; + tmpvar_11 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_12; + tmpvar_12[0].x = tmpvar_10.x; + tmpvar_12[0].y = tmpvar_11.x; + tmpvar_12[0].z = tmpvar_2.x; + tmpvar_12[1].x = tmpvar_10.y; + tmpvar_12[1].y = tmpvar_11.y; + tmpvar_12[1].z = tmpvar_2.y; + tmpvar_12[2].x = tmpvar_10.z; + tmpvar_12[2].y = tmpvar_11.z; + tmpvar_12[2].z = tmpvar_2.z; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_12 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_13; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_15; + tmpvar_15.w = 1.0; + tmpvar_15.xyz = tmpvar_9; + mediump vec3 tmpvar_16; + mediump vec4 normal_17; + normal_17 = tmpvar_15; + highp float vC_18; + mediump vec3 x3_19; + mediump vec3 x2_20; + mediump vec3 x1_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAr, normal_17); + x1_21.x = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAg, normal_17); + x1_21.y = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHAb, normal_17); + x1_21.z = tmpvar_24; + mediump vec4 tmpvar_25; + tmpvar_25 = (normal_17.xyzz * normal_17.yzzx); + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBr, tmpvar_25); + x2_20.x = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBg, tmpvar_25); + x2_20.y = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = dot (unity_SHBb, tmpvar_25); + x2_20.z = tmpvar_28; + mediump float tmpvar_29; + tmpvar_29 = ((normal_17.x * normal_17.x) - (normal_17.y * normal_17.y)); + vC_18 = tmpvar_29; + highp vec3 tmpvar_30; + tmpvar_30 = (unity_SHC.xyz * vC_18); + x3_19 = tmpvar_30; + tmpvar_16 = ((x1_21 + x2_20) + x3_19); + shlight_3 = tmpvar_16; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_31; + tmpvar_31 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosX0 - tmpvar_31.x); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosY0 - tmpvar_31.y); + highp vec4 tmpvar_34; + tmpvar_34 = (unity_4LightPosZ0 - tmpvar_31.z); + highp vec4 tmpvar_35; + tmpvar_35 = (((tmpvar_32 * tmpvar_32) + (tmpvar_33 * tmpvar_33)) + (tmpvar_34 * tmpvar_34)); + highp vec4 tmpvar_36; + tmpvar_36 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_32 * tmpvar_9.x) + (tmpvar_33 * tmpvar_9.y)) + (tmpvar_34 * tmpvar_9.z)) * inversesqrt(tmpvar_35))) * (1.0/((1.0 + (tmpvar_35 * unity_4LightAtten0))))); + highp vec3 tmpvar_37; + tmpvar_37 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_36.x) + (unity_LightColor[1].xyz * tmpvar_36.y)) + (unity_LightColor[2].xyz * tmpvar_36.z)) + (unity_LightColor[3].xyz * tmpvar_36.w))); + tmpvar_6 = tmpvar_37; + highp vec4 o_38; + highp vec4 tmpvar_39; + tmpvar_39 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_40; + tmpvar_40.x = tmpvar_39.x; + tmpvar_40.y = (tmpvar_39.y * _ProjectionParams.x); + o_38.xy = (tmpvar_40 + tmpvar_39.w); + o_38.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_12 * (((_World2Object * tmpvar_14).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_38; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 normal_10; + normal_10.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_10.z = sqrt((1.0 - clamp (dot (normal_10.xy, normal_10.xy), 0.0, 1.0))); + normal_7 = normal_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_15.w = tmpvar_5; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"agal_vs +c34 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c34.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaaccaaaaaaabaaaaaa add r1, r2, c34.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaaccaaaaffabaaaaaa max r0, r0, c34.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c34.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaaccaaaakkabaaaaaa mul r1.xyz, r0.xyww, c34.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33 +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddkecoebeopkcnepdkdopngcjnfdchoaeabaaaaaaombbaaaaaeaaaaaa +daaaaaaaeiagaaaagmbaaaaadebbaaaaebgpgodjbaagaaaabaagaaaaaaacpopp +jeafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaajaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa +acaaacaaaiaaagaaaaaaaaaaacaabcaaahaaaoaaaaaaaaaaadaaaaaaaeaabfaa +aaaaaaaaadaaamaaajaabjaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafccaaapka +aaaaiadpaaaaaaaaaaaaaadpaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaaeaaaaaeaaaaamoaadaaeeja +acaaeekaacaaoekaabaaaaacaaaaapiaafaaoekaafaaaaadabaaahiaaaaaffia +boaaoekaaeaaaaaeabaaahiabnaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahia +bpaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiacaaaoekaaaaappiaaaaaoeia +aiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaacaaoejaafaaaaad 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+adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 449 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 451 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 453 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 457 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 461 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 465 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 469 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + lowp vec4 c_18; + c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * shadow_15) * 2.0)); + c_18.w = tmpvar_5; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + #line 465 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp float shadow_14; + lowp float tmpvar_15; + tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_16; + tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x))); + shadow_14 = tmpvar_16; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_14 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 454 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 458 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 462 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 466 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 normal_19; + normal_19 = tmpvar_3; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_18 * normal_19), 0.0, 1.0), scalePerBasisVector_20)); + lowp vec3 tmpvar_24; + tmpvar_24 = vec3((shadow_15 * 2.0)); + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_2 * min (lm_21, tmpvar_24)); + c_1.xyz = tmpvar_25; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 465 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 469 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_8 = tmpvar_9; + lowp vec3 tmpvar_10; + tmpvar_10 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_7 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_8.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_4 = tmpvar_12; + tmpvar_3 = normal_7; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + lowp vec4 c_18; + c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)) * shadow_15) * 2.0)); + c_18.w = tmpvar_5; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 449 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 451 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 453 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 457 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 461 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 465 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 469 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 22 to 36, TEX: 2 to 5 +// d3d9 - ALU: 26 to 38, TEX: 2 to 5 +// d3d11 - ALU: 17 to 30, TEX: 2 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 17 to 30, TEX: 2 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 24 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 2, 1, 0 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R1.xy, R1.wyzw, c[4].x, -c[4].y; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R0.w, R1.z, R1; +ADD R1.z, -R0.w, c[4].y; +MUL R3.xyz, R0, fragment.texcoord[3]; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +MUL R2.xyz, R0.w, fragment.texcoord[1]; +DP3_SAT R0.w, R2, R1; +ADD R0.w, -R0, c[4].y; +POW R0.w, R0.w, c[2].x; +MUL R2.xyz, R0.w, c[3]; +DP3 R0.w, R1, fragment.texcoord[2]; +MUL R0.xyz, R0, c[0]; +MAX R0.w, R0, c[4].z; +MUL R0.xyz, R0.w, R0; +MAD R0.xyz, R0, c[4].x, R3; +MUL R1.xyz, R2, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 24 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"ps_2_0 +; 29 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r1, t0, s0 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r3.xy, r0, c4.x, c4.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r2.x, -r0, c4.z +rsq_pp r2.x, r2.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +rcp_pp r3.z, r2.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r3 +add r0.x, -r0, c4.z +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +mul r2.xyz, r0.x, c3 +dp3_pp r0.x, r3, t2 +mul_pp r3.xyz, r1, c0 +max_pp r0.x, r0, c4.w +mul_pp r1.xyz, r1, t3 +mul_pp r0.xyz, r0.x, r3 +mad_pp r0.xyz, r0, c4.x, r1 +mul r1.xyz, r2, c3.w +mov_pp r0.w, c1.x +mad_pp r0.xyz, r1, c1.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmdeofcigdglejeeppbnekihdcjjmijjbabaaaaaajeaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcimadaaaaeaaaaaaaodaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaa +abaaaaaaegbcbaaaadaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +abeaaaaaaaaaaaaaaaaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaa +aaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaincaabaaaaaaaaaaaagaabaaaaaaaaaaa +agijcaaaaaaaaaaaaeaaaaaadiaaaaaincaabaaaaaaaaaaaagaobaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaa +fgafbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaigadbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"agal_ps +c4 2.0 -1.0 1.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaadaaadacaaaaaafeacaaaaaaaeaaaaaaabaaaaaa mul r3.xy, r0.xyyy, c4.x +abaaaaaaadaaadacadaaaafeacaaaaaaaeaaaaffabaaaaaa add r3.xy, r3.xyyy, c4.y +adaaaaaaaaaaabacadaaaaffacaaaaaaadaaaaffacaaaaaa mul r0.x, r3.y, r3.y +bfaaaaaaabaaaiacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r3.x +adaaaaaaabaaaiacabaaaappacaaaaaaadaaaaaaacaaaaaa mul r1.w, r1.w, r3.x +acaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.w, r0.x +abaaaaaaacaaabacaaaaaaaaacaaaaaaaeaaaakkabaaaaaa add r2.x, r0.x, c4.z +akaaaaaaacaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r2.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaadaaaeacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r3.z, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.xyz, r0.x, v1 +bcaaaaaaaaaaabacaaaaaakeacaaaaaaadaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r3.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaakkabaaaaaa add r0.x, r0.x, c4.z +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaacaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r2.xyz, r0.x, c3 +bcaaaaaaaaaaabacadaaaakeacaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, r3.xyzz, v2 +adaaaaaaadaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r1.xyzz, c0 +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaappabaaaaaa max r0.x, r0.x, c4.w +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaakeacaaaaaa mul r0.xyz, r0.x, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c4.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacacaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r2.xyzz, c3.w +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c1.x +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddnafahopbddhjmnabkkfeoompibpblhaabaaaaaaneagaaaaaeaaaaaa +daaaaaaagmacaaaaaaagaaaakaagaaaaebgpgodjdeacaaaadeacaaaaaaacpppp +paabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaaaaaaaaa +abababaaaaaaabaaabaaaaaaaaaaaaaaaaaaadaaacaaabaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaecaaaaadaaaacpia +aaaaoeiaabaioekaecaaaaadabaacpiaaaaaoelaaaaioekaaeaaaaaeacaacbia +aaaappiaadaaaakaadaaffkaaeaaaaaeacaacciaaaaaffiaadaaaakaadaaffka +fkaaaaaeabaadiiaacaaoeiaacaaoeiaadaakkkaacaaaaadabaaciiaabaappib +adaappkaahaaaaacabaaciiaabaappiaagaaaaacacaaceiaabaappiaaiaaaaad +abaaciiaacaaoeiaacaaoelaalaaaaadacaaciiaabaappiaadaakkkaacaaaaad +abaaciiaacaappiaacaappiaafaaaaadaaaachiaabaaoeiaaaaaoekaafaaaaad +abaachiaabaaoeiaadaaoelaaeaaaaaeaaaachiaaaaaoeiaabaappiaabaaoeia +ceaaaaacabaaahiaabaaoelaaiaaaaadaaaabiiaabaaoeiaacaaoeiaacaaaaad +aaaaciiaaaaappibadaappkacaaaaaadabaaabiaaaaappiaabaakkkaafaaaaad +abaaahiaabaaaaiaacaaoekaafaaaaadabaachiaabaaoeiaacaappkaaeaaaaae +aaaachiaabaaoeiaabaaffkaaaaaoeiaabaaaaacaaaaciiaabaaffkaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcimadaaaaeaaaaaaaodaaaaaafjaaaaae +egiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaa +abaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaa +bacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +ccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaadaaaaaadeaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaaaaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkaabaaaaaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaa +adaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaincaabaaa +aaaaaaaaagaabaaaaaaaaaaaagijcaaaaaaaaaaaaeaaaaaadiaaaaaincaabaaa +aaaaaaaaagaobaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaaaaaaaaaigadbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaa +abaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 22 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[3].y, -c[3].z; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R1.w, R2.z, R2; +ADD R2.z, -R1.w, c[3]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.z, R2.z; +MUL R0.xyz, R0.w, R0; +RCP R2.z, R2.z; +MUL R3.xyz, R1.w, fragment.texcoord[1]; +DP3_SAT R1.w, R3, R2; +ADD R1.w, -R1, c[3].z; +POW R1.w, R1.w, c[1].x; +MUL R2.xyz, R1.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +MOV result.color.w, c[0].x; +END +# 22 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 26 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r2, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r4.z, r1.x +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c3.z +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r1.xyz, r2.w, r2 +mul_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.w, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgheogeeapnobmooeodchlabnkfhafmolabaaaaaafaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +adaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +bkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c3 2.0 -1.0 1.0 8.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaaeaaadacaaaaaafeacaaaaaaadaaaaaaabaaaaaa mul r4.xy, r0.xyyy, c3.x +abaaaaaaaeaaadacaeaaaafeacaaaaaaadaaaaffabaaaaaa add r4.xy, r4.xyyy, c3.y +adaaaaaaaaaaabacaeaaaaffacaaaaaaaeaaaaffacaaaaaa mul r0.x, r4.y, r4.y +bfaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r4.x +adaaaaaaabaaabacabaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r1.x, r1.x, r4.x +acaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.x, r0.x +abaaaaaaabaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r1.x, r0.x, c3.z +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.xyz, r0.x, v1 +afaaaaaaaeaaaeacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r4.z, r1.x +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r4.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r0.x, r0.x, c3.z +alaaaaaaabaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r1, r0.x, c1.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r1.xyzz, c3.w +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlbbmibpbbpoangnoccmgaehdmbdmbkbkabaaaaaahmagaaaaaeaaaaaa +daaaaaaafiacaaaamaafaaaaeiagaaaaebgpgodjcaacaaaacaacaaaaaaacpppp +oeabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapkaaaaaaaebaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadabaacpia +acaaoelaacaioekaecaaaaadacaacpiaaaaaoelaaaaioekaaeaaaaaeadaacbia +aaaappiaacaaaakaacaaffkaaeaaaaaeadaacciaaaaaffiaacaaaakaacaaffka +fkaaaaaeacaadiiaadaaoeiaadaaoeiaacaakkkaacaaaaadacaaciiaacaappib +acaappkaahaaaaacacaaciiaacaappiaagaaaaacadaaceiaacaappiaceaaaaac +aaaaahiaabaaoelaaiaaaaadacaabiiaaaaaoeiaadaaoeiaacaaaaadacaaciia +acaappibacaappkacaaaaaadaaaaabiaacaappiaaaaakkkaafaaaaadaaaaahia +aaaaaaiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappkaafaaaaadaaaachia +aaaaoeiaaaaaffkaafaaaaadaaaaciiaabaappiaadaaaakaafaaaaadabaachia +abaaoeiaaaaappiaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcgaadaaaa +eaaaaaaaniaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaa +hgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +abaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +ejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 30 ALU, 4 TEX +PARAM c[7] = { program.local[0..2], + { 2, 1, 8 }, + { -0.40824828, -0.70710677, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R1, fragment.texcoord[2], texture[3], 2D; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[3].x, -c[3].y; +MUL R3.zw, R3.xyxy, R3.xyxy; +ADD_SAT R2.w, R3.z, R3; +DP3 R3.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.z, R3.z; +ADD R2.w, -R2, c[3].y; +MUL R4.xyz, R3.z, fragment.texcoord[1]; +RSQ R2.w, R2.w; +RCP R3.z, R2.w; +DP3_SAT R2.w, R3, R4; +ADD R2.w, -R2, c[3].y; +MUL R1.xyz, R1.w, R1; +DP3_SAT R4.z, R3, c[4]; +DP3_SAT R4.x, R3, c[6]; +DP3_SAT R4.y, R3, c[5]; +MUL R1.xyz, R1, R4; +POW R2.w, R2.w, c[1].x; +DP3 R1.w, R1, c[3].z; +MUL R3.xyz, R2.w, c[2]; +MUL R1.xyz, R3, c[2].w; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, R1.w; +MUL R1.xyz, R1, c[0].x; +MUL R0.xyz, R0, R2; +MAD result.color.xyz, R0, c[3].z, R1; +MOV result.color.w, c[0].x; +END +# 30 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 33 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c4, -0.40824828, -0.70710677, 0.57735026, 0 +def c5, -0.40824831, 0.70710677, 0.57735026, 0 +def c6, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r4, t0, s0 +texld r3, t2, s2 +texld r2, t2, s3 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t1 +mul_pp r2.xyz, r2.w, r2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c3.x, c3.y +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r5.z, r0.x +dp3_sat r0.x, r5, r1 +add r0.x, -r0, c3.z +dp3_pp_sat r1.z, r5, c4 +dp3_pp_sat r1.y, r5, c5 +dp3_pp_sat r1.x, r5, c6 +mul_pp r1.xyz, r2, r1 +pow_pp r2.w, r0.x, c1.x +mov_pp r0.x, r2.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +dp3_pp r1.x, r1, c3.w +mul_pp r2.xyz, r3.w, r3 +mul_pp r1.xyz, r2, r1.x +mul_pp r1.xyz, r1, r4 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.w, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfpaocepldjigjgebhdogajnpmaoghakbabaaaaaahiafaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefciiaeaaaaeaaaaaaaccabaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaaapcaaaakbcaabaaa +acaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaaabaaaaaa +bacaaaakccaabaaaacaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaa +egacbaaaabaaaaaabacaaaakecaabaaaacaaaaaaaceaaaaaolafnblopdaedflp +dkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaaagajbaaaacaaaaaa +fgafbaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaaaaaaaaaegbcbaaaacaaaaaabacaaaahicaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"agal_ps +c3 2.0 -1.0 1.0 8.0 +c4 -0.408248 -0.707107 0.57735 0.0 +c5 -0.408248 0.707107 0.57735 0.0 +c6 0.816497 0.0 0.57735 0.0 +[bc] +ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point> +ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r2, v2, s3 <2d wrap linear point> +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +adaaaaaaacaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r2.w, r2.xyzz +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaafaaadacaaaaaafeacaaaaaaadaaaaaaabaaaaaa mul r5.xy, r0.xyyy, c3.x +abaaaaaaafaaadacafaaaafeacaaaaaaadaaaaffabaaaaaa add r5.xy, r5.xyyy, c3.y +adaaaaaaaaaaabacafaaaaffacaaaaaaafaaaaffacaaaaaa mul r0.x, r5.y, r5.y +bfaaaaaaabaaaiacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r5.x +adaaaaaaabaaaiacabaaaappacaaaaaaafaaaaaaacaaaaaa mul r1.w, r1.w, r5.x +acaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r0.x, r0.x, c3.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaafaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r5.z, r0.x +bcaaaaaaaaaaabacafaaaakeacaaaaaaabaaaakeacaaaaaa dp3 r0.x, r5.xyzz, r1.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r0.x, r0.x, c3.z +bcaaaaaaabaaaeacafaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r1.z, r5.xyzz, c4 +bgaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r1.z, r1.z +bcaaaaaaabaaacacafaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r1.y, r5.xyzz, c5 +bgaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa sat r1.y, r1.y +bcaaaaaaabaaabacafaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r1.x, r5.xyzz, c6 +bgaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r1.x, r1.x +adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +bcaaaaaaabaaabacabaaaakeacaaaaaaadaaaappabaaaaaa dp3 r1.x, r1.xyzz, c3.w +adaaaaaaacaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r2.xyz, r3.w, r3.xyzz +adaaaaaaabaaahacacaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r2.xyzz, r1.x +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r4.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r1.xyzz, c3.w +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedkpflomfceoppnhicehpgbmobepmhijgpabaaaaaageaiaaaaaeaaaaaa +daaaaaaabiadaaaakiahaaaadaaiaaaaebgpgodjoaacaaaaoaacaaaaaaacpppp +kaacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapkaaaaaaaeb +dkmnbddpaaaaaaaaolaffbdpfbaaaaafaeaaapkaomafnblopdaedfdpdkmnbddp +aaaaaaaafbaaaaafafaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaadla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaecaaaaadabaacpiaacaaoelaadaioekaecaaaaadaaaacpia +aaaaoeiaabaioekaecaaaaadacaacpiaacaaoelaacaioekaecaaaaadadaacpia +aaaaoelaaaaioekaafaaaaadabaaciiaabaappiaadaaaakaafaaaaadabaachia +abaaoeiaabaappiaaeaaaaaeaeaacbiaaaaappiaacaaaakaacaaffkaaeaaaaae +aeaacciaaaaaffiaacaaaakaacaaffkafkaaaaaeabaadiiaaeaaoeiaaeaaoeia +acaakkkaacaaaaadabaaciiaabaappibacaappkaahaaaaacabaaciiaabaappia +agaaaaacaeaaceiaabaappiaaiaaaaadaaaadbiaadaablkaaeaaoeiaaiaaaaad +aaaadciaaeaaoekaaeaaoeiaaiaaaaadaaaadeiaafaaoekaaeaaoeiaaiaaaaad +adaaciiaaaaaoeiaabaaoeiaafaaaaadacaaciiaacaappiaadaaaakaafaaaaad +aaaachiaacaaoeiaacaappiaafaaaaadaaaachiaadaappiaaaaaoeiaceaaaaac +abaaahiaabaaoelaaiaaaaadaaaabiiaabaaoeiaaeaaoeiaacaaaaadaaaaciia +aaaappibacaappkacaaaaaadadaaaiiaaaaappiaaaaakkkaafaaaaadabaaahia +adaappiaabaaoekaafaaaaadabaachiaabaaoeiaabaappkaafaaaaadabaachia +abaaoeiaaaaaffkaaeaaaaaeaaaachiaadaaoeiaaaaaoeiaabaaoeiaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefciiaeaaaa +eaaaaaaaccabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaaddcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaaapcaaaakbcaabaaaacaaaaaaaceaaaaaolaffbdpdkmnbddp +aaaaaaaaaaaaaaaaigaabaaaabaaaaaabacaaaakccaabaaaacaaaaaaaceaaaaa +omafnblopdaedfdpdkmnbddpaaaaaaaaegacbaaaabaaaaaabacaaaakecaabaaa +acaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahccaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +ocaabaaaaaaaaaaaagajbaaaacaaaaaafgafbaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegbcbaaaacaaaaaa +bacaaaahicaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaa +aaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaa +adaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +heaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 26 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 2, 1, 0 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R1.x, fragment.texcoord[4], texture[2], 2D; +MAD R3.xy, R1.wyzw, c[4].x, -c[4].y; +MUL R1.zw, R3.xyxy, R3.xyxy; +ADD_SAT R0.w, R1.z, R1; +ADD R1.y, -R0.w, c[4]; +RSQ R1.y, R1.y; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +RCP R3.z, R1.y; +MUL R2.xyz, R0.w, fragment.texcoord[1]; +DP3_SAT R0.w, R2, R3; +MUL R2.xyz, R0, fragment.texcoord[3]; +ADD R0.w, -R0, c[4].y; +POW R0.w, R0.w, c[2].x; +MUL R1.yzw, R0.w, c[3].xxyz; +DP3 R0.w, R3, fragment.texcoord[2]; +MAX R0.w, R0, c[4].z; +MUL R0.w, R0, R1.x; +MUL R0.xyz, R0, c[0]; +MUL R0.xyz, R0.w, R0; +MAD R0.xyz, R0, c[4].x, R2; +MUL R1.xyz, R1.yzww, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 26 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"ps_2_0 +; 30 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c4, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texld r1, t0, s0 +texldp r4, t4, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r3.xy, r0, c4.x, c4.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r2.x, -r0, c4.z +rsq_pp r2.x, r2.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +rcp_pp r3.z, r2.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r3 +add r0.x, -r0, c4.z +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +dp3_pp r2.x, r3, t2 +mul r3.xyz, r0.x, c3 +max_pp r0.x, r2, c4.w +mul_pp r2.xyz, r1, c0 +mul_pp r0.x, r0, r4 +mul_pp r1.xyz, r1, t3 +mul_pp r0.xyz, r0.x, r2 +mad_pp r0.xyz, r0, c4.x, r1 +mul r1.xyz, r3, c3.w +mov_pp r0.w, c1.x +mad_pp r0.xyz, r1, c1.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 16 [_LightColor0] 4 +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcbdghllkkhfmiaokgpehlceepngfdgehabaaaaaabeafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpeadaaaa +eaaaaaaapnaaaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad +lcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaa +abaaaaaaegbcbaaaadaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +abeaaaaaaaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaincaabaaaaaaaaaaaagaabaaa +aaaaaaaaagijcaaaaaaaaaaaaiaaaaaadiaaaaaincaabaaaaaaaaaaaagaobaaa +aaaaaaaapgipcaaaaaaaaaaaaiaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +afaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaahccaabaaaaaaaaaaafgafbaaa +aaaaaaaaagaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaa +fgafbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaigadbaaa +aaaaaaaafgifcaaaaaaaaaaaahaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"agal_ps +c4 2.0 -1.0 1.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w +ciaaaaaaaeaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r4, r0.xyyy, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaadaaadacaaaaaafeacaaaaaaaeaaaaaaabaaaaaa mul r3.xy, r0.xyyy, c4.x +abaaaaaaadaaadacadaaaafeacaaaaaaaeaaaaffabaaaaaa add r3.xy, r3.xyyy, c4.y +adaaaaaaaaaaabacadaaaaffacaaaaaaadaaaaffacaaaaaa mul r0.x, r3.y, r3.y +bfaaaaaaabaaaiacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r3.x +adaaaaaaabaaaiacabaaaappacaaaaaaadaaaaaaacaaaaaa mul r1.w, r1.w, r3.x +acaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.w, r0.x +abaaaaaaacaaabacaaaaaaaaacaaaaaaaeaaaakkabaaaaaa add r2.x, r0.x, c4.z +akaaaaaaacaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r2.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaadaaaeacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r3.z, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.xyz, r0.x, v1 +bcaaaaaaaaaaabacaaaaaakeacaaaaaaadaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r3.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaakkabaaaaaa add r0.x, r0.x, c4.z +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +bcaaaaaaacaaabacadaaaakeacaaaaaaacaaaaoeaeaaaaaa dp3 r2.x, r3.xyzz, v2 +adaaaaaaadaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r3.xyz, r0.x, c3 +ahaaaaaaaaaaabacacaaaaaaacaaaaaaaeaaaappabaaaaaa max r0.x, r2.x, c4.w +adaaaaaaacaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r1.xyzz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r0.x, r0.x, r4.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c4.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r3.xyzz, c3.w +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c1.x +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 16 [_LightColor0] 4 +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedihoifdagbalfcabpfhclpbdfeoofoipdabaaaaaalaahaaaaaeaaaaaa +daaaaaaamiacaaaameagaaaahmahaaaaebgpgodjjaacaaaajaacaaaaaaacpppp +eiacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaabaaaaaaaaaaaaaaaaaaahaaacaaabaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaachla +bpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaagaaaaac +aaaaaiiaaeaapplaafaaaaadaaaaadiaaaaappiaaeaaoelaabaaaaacabaaabia +aaaakklaabaaaaacabaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeiaaaaioeka +ecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadacaacpiaaaaaoelaabaioeka +aeaaaaaeadaacbiaabaappiaadaaaakaadaaffkaaeaaaaaeadaacciaabaaffia +adaaaakaadaaffkafkaaaaaeacaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaad +acaaciiaacaappibadaappkaahaaaaacacaaciiaacaappiaagaaaaacadaaceia +acaappiaaiaaaaadacaaciiaadaaoeiaacaaoelaafaaaaadadaaciiaaaaaaaia +acaappiafiaaaaaeacaaciiaacaappiaadaappiaadaakkkaacaaaaadacaaciia +acaappiaacaappiaafaaaaadaaaachiaacaaoeiaaaaaoekaafaaaaadabaachia +acaaoeiaadaaoelaaeaaaaaeaaaachiaaaaaoeiaacaappiaabaaoeiaceaaaaac +abaaahiaabaaoelaaiaaaaadaaaabiiaabaaoeiaadaaoeiaacaaaaadaaaaciia +aaaappibadaappkacaaaaaadabaaabiaaaaappiaabaakkkaafaaaaadabaaahia +abaaaaiaacaaoekaafaaaaadabaachiaabaaoeiaacaappkaaeaaaaaeaaaachia +abaaoeiaabaaffkaaaaaoeiaabaaaaacaaaaciiaabaaffkaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcpeadaaaaeaaaaaaapnaaaaaafjaaaaaeegiocaaa +aaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaadaaaaaadeaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaincaabaaaaaaaaaaaagaabaaaaaaaaaaaagijcaaaaaaaaaaaaiaaaaaa +diaaaaaincaabaaaaaaaaaaaagaobaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaa +aoaaaaahdcaabaaaabaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa +apaaaaahccaabaaaaaaaaaaafgafbaaaaaaaaaaaagaabaaaabaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaadcaaaaaj +hcaabaaaabaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhccabaaaaaaaaaaaigadbaaaaaaaaaaafgifcaaaaaaaaaaaahaaaaaa +egacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaa +doaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TXP R2.x, fragment.texcoord[3], texture[2], 2D; +TEX R0, fragment.texcoord[2], texture[3], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.yz, R2.xwyw, c[3].y, -c[3].z; +MUL R3.xy, R2.yzzw, R2.yzzw; +ADD_SAT R1.w, R3.x, R3.y; +ADD R2.w, -R1, c[3].z; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.w, R2.w; +MUL R3.xyz, R1.w, fragment.texcoord[1]; +RCP R2.w, R2.w; +DP3_SAT R1.w, R3, R2.yzww; +MUL R3.xyz, R0, R2.x; +ADD R1.w, -R1, c[3].z; +POW R1.w, R1.w, c[1].x; +MUL R2.yzw, R1.w, c[2].xxyz; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, c[3].x; +MUL R3.xyz, R3, c[3].y; +MIN R3.xyz, R0, R3; +MUL R0.xyz, R0, R2.x; +MUL R2.yzw, R2, c[2].w; +MUL R2.xyz, R2.yzww, c[0].x; +MAX R0.xyz, R3, R0; +MAD result.color.xyz, R1, R0, R2; +MOV result.color.w, c[0].x; +END +# 28 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"ps_2_0 +; 31 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 8.00000000, 2.00000000, -1.00000000, 1.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r3, t0, s0 +texld r2, t2, s3 +texldp r4, t3, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c3.y, c3.z +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.w +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r5.z, r1.x +dp3_sat r0.x, r0, r5 +add r0.x, -r0, c3.w +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul_pp r1.xyz, r2, r4.x +mul_pp r2.xyz, r2.w, r2 +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r2.xyz, r2, c3.x +mul_pp r1.xyz, r1, c3.y +min_pp r1.xyz, r2, r1 +mul_pp r2.xyz, r2, r4.x +max_pp r1.xyz, r1, r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 31 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeipdlccdencohgmbjnnhghmgcpfphhcjabaaaaaafmafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfeaeaaaaeaaaaaaabfabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +acaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +aeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaa +abaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaa +aaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaa +aaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaa +diaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaah +hcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"agal_ps +c3 8.0 2.0 -1.0 1.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r2, v2, s3 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaaeaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r4, r0.xyyy, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaafaaadacaaaaaafeacaaaaaaadaaaaffabaaaaaa mul r5.xy, r0.xyyy, c3.y +abaaaaaaafaaadacafaaaafeacaaaaaaadaaaakkabaaaaaa add r5.xy, r5.xyyy, c3.z +adaaaaaaaaaaabacafaaaaffacaaaaaaafaaaaffacaaaaaa mul r0.x, r5.y, r5.y +bfaaaaaaabaaabacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r5.x +adaaaaaaabaaabacabaaaaaaacaaaaaaafaaaaaaacaaaaaa mul r1.x, r1.x, r5.x +acaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.x, r0.x +abaaaaaaabaaabacaaaaaaaaacaaaaaaadaaaappabaaaaaa add r1.x, r0.x, c3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.xyz, r0.x, v1 +afaaaaaaafaaaeacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r5.z, r1.x +bcaaaaaaaaaaabacaaaaaakeacaaaaaaafaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r5.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaappabaaaaaa add r0.x, r0.x, c3.w +alaaaaaaabaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r1, r0.x, c1.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaabaaahacacaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r1.xyz, r2.xyzz, r4.x +adaaaaaaacaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r2.w, r2.xyzz +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +adaaaaaaacaaahacacaaaakeacaaaaaaadaaaaaaabaaaaaa mul r2.xyz, r2.xyzz, c3.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c3.y +agaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa min r1.xyz, r2.xyzz, r1.xyzz +adaaaaaaacaaahacacaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r4.x +ahaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa max r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r3.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 31 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpmplabpddappanndipmmplcifkgappldabaaaaaacaaiaaaaaeaaaaaa +daaaaaaapaacaaaaemahaaaaomahaaaaebgpgodjliacaaaaliacaaaaaaacpppp +hiacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaacaaaaaa +aaababaaabacacaaadadadaaaaaaahaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapkaaaaaaaeb +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaadaapplaafaaaaadabaaadiaaaaakkiaadaaoela +ecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpiaabaaoeiaaaaioeka +ecaaaaadacaacpiaacaaoelaadaioekaecaaaaadadaacpiaaaaaoelaabaioeka +aeaaaaaeaeaacbiaaaaappiaacaaaakaacaaffkaaeaaaaaeaeaacciaaaaaffia +acaaaakaacaaffkafkaaaaaeadaadiiaaeaaoeiaaeaaoeiaacaakkkaacaaaaad +adaaciiaadaappibacaappkaahaaaaacadaaciiaadaappiaagaaaaacaeaaceia +adaappiaceaaaaacaaaaahiaabaaoelaaiaaaaadadaabiiaaaaaoeiaaeaaoeia +acaaaaadadaaciiaadaappibacaappkacaaaaaadaaaaabiaadaappiaaaaakkka +afaaaaadaaaaahiaaaaaaaiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappka +afaaaaadaaaachiaaaaaoeiaaaaaffkaacaaaaadaaaaciiaabaaaaiaabaaaaia +afaaaaadabaacoiaacaabliaaaaappiaafaaaaadaaaaciiaacaappiaadaaaaka +afaaaaadacaachiaacaaoeiaaaaappiaakaaaaadaeaachiaabaabliaacaaoeia +afaaaaadabaachiaabaaaaiaacaaoeiaalaaaaadacaachiaaeaaoeiaabaaoeia +aeaaaaaeaaaachiaadaaoeiaacaaoeiaaaaaoeiaabaaaaacaaaaciiaaaaaffka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfeaeaaaaeaaaaaaabfabaaaa +fjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaa +adaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaa +hgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +abaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaahaaaaaa +aoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaa +fgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaa +abaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaa +egacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaahaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 36 ALU, 5 TEX +PARAM c[7] = { program.local[0..2], + { 2, 1, 8 }, + { -0.40824828, -0.70710677, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R3, fragment.texcoord[2], texture[4], 2D; +TEX R1, fragment.texcoord[2], texture[3], 2D; +TXP R4.x, fragment.texcoord[3], texture[2], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[3].x, -c[3].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R0.w, R2.z, R2; +ADD R0.w, -R0, c[3].y; +RSQ R0.w, R0.w; +RCP R2.z, R0.w; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +DP3_SAT R4.w, R2, c[4]; +DP3_SAT R4.y, R2, c[6]; +DP3_SAT R4.z, R2, c[5]; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, R4.yzww; +MUL R4.yzw, R1.w, R1.xxyz; +MUL R1.xyz, R1, R4.x; +DP3 R2.w, R3, c[3].z; +RSQ R0.w, R0.w; +MUL R3.xyz, R0.w, fragment.texcoord[1]; +DP3_SAT R0.w, R2, R3; +MUL R4.yzw, R4, R2.w; +MUL R2.xyz, R4.yzww, c[3].z; +ADD R0.w, -R0, c[3].y; +POW R0.w, R0.w, c[1].x; +MUL R1.xyz, R1, c[3].x; +MUL R3.xyz, R0.w, c[2]; +MIN R1.xyz, R2, R1; +MUL R4.xyz, R2, R4.x; +MUL R3.xyz, R3, c[2].w; +MUL R2.xyz, R3, c[0].x; +MAX R1.xyz, R1, R4; +MAD result.color.xyz, R0, R1, R2; +MOV result.color.w, c[0].x; +END +# 36 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 38 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c4, -0.40824828, -0.70710677, 0.57735026, 0 +def c5, -0.40824831, 0.70710677, 0.57735026, 0 +def c6, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r3, t0, s0 +texldp r5, t3, s2 +texld r2, t2, s3 +texld r1, t2, s4 +mul_pp r1.xyz, r1.w, r1 +mul_pp r6.xyz, r2.w, r2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +dp3_pp_sat r0.z, r4, c4 +dp3_pp_sat r0.y, r4, c5 +dp3_pp_sat r0.x, r4, c6 +mul_pp r0.xyz, r1, r0 +dp3_pp r0.x, r0, c3.w +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t1 +mul_pp r6.xyz, r6, r0.x +dp3_sat r0.x, r4, r1 +add r0.x, -r0, c3.z +pow_pp r1.w, r0.x, c1.x +mul_pp r0.xyz, r2, r5.x +mul_pp r2.xyz, r0, c3.x +mov_pp r0.x, r1.w +mul_pp r4.xyz, r6, c3.w +min_pp r1.xyz, r4, r2 +mul r0.xyz, r0.x, c2 +mul_pp r2.xyz, r4, r5.x +mul r0.xyz, r0, c2.w +max_pp r1.xyz, r1, r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlflboecnkopajmpeomcbnkhmjeholnopabaaaaaaieagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefchmafaaaaeaaaaaaafpabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaaapcaaaakbcaabaaa +acaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaaabaaaaaa +bacaaaakccaabaaaacaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaa +egacbaaaabaaaaaabacaaaakecaabaaaacaaaaaaaceaaaaaolafnblopdaedflp +dkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaaagajbaaaacaaaaaa +fgafbaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaaaoaaaaahdcaabaaaadaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa +efaaaaajpcaabaaaadaaaaaaegaabaaaadaaaaaaeghobaaaacaaaaaaaagabaaa +aaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaa +diaaaaahhcaabaaaadaaaaaaegacbaaaaaaaaaaaagaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaaaaaaaaa +egacbaaaadaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegbcbaaaacaaaaaabacaaaah +icaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckiacaaaaaaaaaaaahaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaahaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"agal_ps +c3 2.0 -1.0 1.0 8.0 +c4 -0.408248 -0.707107 0.57735 0.0 +c5 -0.408248 0.707107 0.57735 0.0 +c6 0.816497 0.0 0.57735 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r5, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r2, v2, s3 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaaeaaaaaaafaababb tex r1, v2, s4 <2d wrap linear point> +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaagaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r6.xyz, r2.w, r2.xyzz +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaaeaaadacaaaaaafeacaaaaaaadaaaaaaabaaaaaa mul r4.xy, r0.xyyy, c3.x +abaaaaaaaeaaadacaeaaaafeacaaaaaaadaaaaffabaaaaaa add r4.xy, r4.xyyy, c3.y +adaaaaaaaaaaabacaeaaaaffacaaaaaaaeaaaaffacaaaaaa mul r0.x, r4.y, r4.y +bfaaaaaaadaaaiacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r3.w, r4.x +adaaaaaaadaaaiacadaaaappacaaaaaaaeaaaaaaacaaaaaa mul r3.w, r3.w, r4.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r3.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r0.x, r0.x, c3.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaaeaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r4.z, r0.x +bcaaaaaaaaaaaeacaeaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.z, r4.xyzz, c4 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bcaaaaaaaaaaacacaeaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r0.y, r4.xyzz, c5 +bgaaaaaaaaaaacacaaaaaaffacaaaaaaaaaaaaaaaaaaaaaa sat r0.y, r0.y +bcaaaaaaaaaaabacaeaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.x, r4.xyzz, c6 +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r1.xyzz, r0.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaadaaaappabaaaaaa dp3 r0.x, r0.xyzz, c3.w +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +adaaaaaaagaaahacagaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r6.xyz, r6.xyzz, r0.x +bcaaaaaaaaaaabacaeaaaakeacaaaaaaabaaaakeacaaaaaa dp3 r0.x, r4.xyzz, r1.xyzz +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa add r0.x, r0.x, c3.z +alaaaaaaabaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r1, r0.x, c1.x +adaaaaaaaaaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r5.x +adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r2.xyz, r0.xyzz, c3.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaeaaahacagaaaakeacaaaaaaadaaaappabaaaaaa mul r4.xyz, r6.xyzz, c3.w +agaaaaaaabaaahacaeaaaakeacaaaaaaacaaaakeacaaaaaa min r1.xyz, r4.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaacaaahacaeaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r5.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +ahaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa max r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r3.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjobicapmoaflmijgcbjpikjkcgdohjpfabaaaaaaaiakaaaaaeaaaaaa +daaaaaaalaadaaaadeajaaaaneajaaaaebgpgodjhiadaaaahiadaaaaaaacpppp +deadaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaacaaaaaa +aaababaaabacacaaadadadaaaeaeaeaaaaaaahaaacaaaaaaaaaaaaaaaaacpppp +fbaaaaafacaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapka +aaaaaaebdkmnbddpaaaaaaaaolaffbdpfbaaaaafaeaaapkaomafnblopdaedfdp +dkmnbddpaaaaaaaafbaaaaafafaaapkaolafnblopdaedflpdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaadlabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +bpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaadaapplaafaaaaadabaaadiaaaaakkiaadaaoela +ecaaaaadacaacpiaacaaoelaaeaioekaecaaaaadaaaacpiaaaaaoeiaacaioeka +ecaaaaadadaacpiaacaaoelaadaioekaecaaaaadabaacpiaabaaoeiaaaaioeka +ecaaaaadaeaacpiaaaaaoelaabaioekaafaaaaadacaaciiaacaappiaadaaaaka +afaaaaadacaachiaacaaoeiaacaappiaaeaaaaaeafaacbiaaaaappiaacaaaaka +acaaffkaaeaaaaaeafaacciaaaaaffiaacaaaakaacaaffkafkaaaaaeacaadiia +afaaoeiaafaaoeiaacaakkkaacaaaaadacaaciiaacaappibacaappkaahaaaaac +acaaciiaacaappiaagaaaaacafaaceiaacaappiaaiaaaaadaaaadbiaadaablka +afaaoeiaaiaaaaadaaaadciaaeaaoekaafaaoeiaaiaaaaadaaaadeiaafaaoeka +afaaoeiaaiaaaaadaeaaciiaaaaaoeiaacaaoeiaafaaaaadadaaciiaadaappia +adaaaakaafaaaaadaaaachiaadaaoeiaadaappiaafaaaaadaaaachiaaeaappia +aaaaoeiaacaaaaadaaaaciiaabaaaaiaabaaaaiaafaaaaadabaachiaabaaaaia +aaaaoeiaafaaaaadacaachiaadaaoeiaaaaappiaakaaaaadadaachiaacaaoeia +aaaaoeiaalaaaaadaaaachiaadaaoeiaabaaoeiaceaaaaacabaaahiaabaaoela +aiaaaaadaaaabiiaabaaoeiaafaaoeiaacaaaaadaaaaciiaaaaappibacaappka +caaaaaadaeaaaiiaaaaappiaaaaakkkaafaaaaadabaaahiaaeaappiaabaaoeka +afaaaaadabaachiaabaaoeiaabaappkaafaaaaadabaachiaabaaoeiaaaaaffka +aeaaaaaeaaaachiaaeaaoeiaaaaaoeiaabaaoeiaabaaaaacaaaaciiaaaaaffka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefchmafaaaaeaaaaaaafpabaaaa +fjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaae +aahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gcbaaaadlcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaadaaaaaaeghobaaaaeaaaaaaaagabaaa +aeaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaaapcaaaakbcaabaaaacaaaaaaaceaaaaaolaffbdpdkmnbddp +aaaaaaaaaaaaaaaaigaabaaaabaaaaaabacaaaakccaabaaaacaaaaaaaceaaaaa +omafnblopdaedfdpdkmnbddpaaaaaaaaegacbaaaabaaaaaabacaaaakecaabaaa +acaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +ocaabaaaaaaaaaaaagajbaaaacaaaaaafgafbaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaaoaaaaahdcaabaaaadaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaadaaaaaaegaabaaa +adaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaa +akaabaaaadaaaaaaakaabaaaadaaaaaadiaaaaahhcaabaaaadaaaaaaegacbaaa +aaaaaaaaagaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaaaaaaaaaddaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +acaaaaaadeaaaaahhcaabaaaaaaaaaaaegacbaaaadaaaaaaegacbaaaaaaaaaaa +baaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegbcbaaaacaaaaaabacaaaahicaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaa +aaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaafgifcaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 17 to 26 +// d3d9 - ALU: 20 to 29 +// d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[21] = { program.local[0], + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[20].xyxy, c[20]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"vs_2_0 +; 28 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.zw, v3.xyxy, c19.xyxy, c19 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedamjnhihopghmplikdbdmcnllmgmpfodfabaaaaaaneafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +faaeaaaaeaaaabaabeabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaa +agiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_19; + c_19.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * texture2D (_LightTexture0, vec2(tmpvar_18)).w) * 2.0)); + c_19.w = tmpvar_7; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_19; + c_19.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * texture2D (_LightTexture0, vec2(tmpvar_18)).w) * 2.0)); + c_19.w = tmpvar_7; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabdaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c19.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabdaaaaoeabaaaaaa add v0.zw, r0.wwzw, c19 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic 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+aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 436 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 432 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 436 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 406 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 410 + o.Alpha = _Opacity; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 440 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 444 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 448 + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 10 [_MainTex_ST] +Vector 11 [_BumpMap_ST] +"!!ARBvp1.0 +# 17 ALU +PARAM c[12] = { program.local[0], + state.matrix.mvp, + program.local[5..11] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[9]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R2, R0; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[11].xyxy, c[11]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 17 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +Vector 10 [_BumpMap_ST] +"vs_2_0 +; 20 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c6 +dp4 r3.z, c8, r0 +mul r2.xyz, r1, v1.w +mov r0, c5 +mov r1, c4 +dp4 r3.y, c8, r0 +dp4 r3.x, c8, r1 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +mad oT0.zw, v3.xyxy, c10.xyxy, c10 +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 17 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedebjeopcnplihneclgcgnlidoeeiimiilabaaaaaafeaeaaaaadaaaaaa +cmaaaaaapeaaaaaageabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklfdeieefcoiacaaaaeaaaabaalkaaaaaafjaaaaaeegiocaaaaaaaaaaa +ahaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa +beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac +acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal +dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaa +aaaaaaaaafaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaa +aaaaaaaaagaaaaaakgiocaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_17; + c_17.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_5, lightDir_2)) * 2.0)); + c_17.w = tmpvar_7; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_17; + c_17.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, dot (tmpvar_5, lightDir_2)) * 2.0)); + c_17.w = tmpvar_7; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +Vector 10 [_BumpMap_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaadaaaeacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c8, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaadaaacacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c8, r0 +bdaaaaaaadaaabacaiaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c8, r1 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaaakaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c10.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaaakaaaaoeabaaaaaa add v0.zw, r0.wwzw, c10 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 17 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbpcdpjlbnbocbfhmomamdoebcliencgiabaaaaaaemagaaaaaeaaaaaa +daaaaaaaceacaaaabeafaaaanmafaaaaebgpgodjomabaaaaomabaaaaaaacpopp +jeabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaaaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaaeaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaaeaaaaaeaaaaamoa +adaaeejaacaaeekaacaaoekaabaaaaacaaaaapiaadaaoekaafaaaaadabaaahia +aaaaffiaajaaoekaaeaaaaaeabaaahiaaiaaoekaaaaaaaiaabaaoeiaaeaaaaae +aaaaahiaakaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiaalaaoekaaaaappia +aaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoeja +afaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaancia +acaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeia +aaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffja +afaaoekaaeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapia +agaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeia +aeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeia +ppppaaaafdeieefcoiacaaaaeaaaabaalkaaaaaafjaaaaaeegiocaaaaaaaaaaa +ahaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa +beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac +acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal +dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaa +aaaaaaaaafaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaa +aaaaaaaaagaaaaaakgiocaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +giaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaafmaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 425 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 430 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 434 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 438 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 442 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingLambert( o, lightDir, 1.0); + #line 446 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[21] = { program.local[0], + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].w, R0, c[16]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[20].xyxy, c[20]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"vs_2_0 +; 29 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.w, r0, c15 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.zw, v3.xyxy, c19.xyxy, c19 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmjldlmnhlckhjhlbphdgolnppjaiimamabaaaaaaneafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +faaeaaaaeaaaabaabeabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaa +agiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaa +abaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaa +dcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaobaaaabaaaaaadcaaaaakpccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp vec2 P_18; + P_18 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_20; + atten_20 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_18).w) * texture2D (_LightTextureB0, vec2(tmpvar_19)).w); + lowp vec4 c_21; + c_21.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * atten_20) * 2.0)); + c_21.w = tmpvar_7; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp vec2 P_18; + P_18 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_20; + atten_20 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_18).w) * texture2D (_LightTextureB0, vec2(tmpvar_19)).w); + lowp vec4 c_21; + c_21.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * atten_20) * 2.0)); + c_21.w = tmpvar_7; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v2.w, r0, c15 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabdaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c19.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabdaaaaoeabaaaaaa add v0.zw, r0.wwzw, c19 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedokboedcjcbeecjbdjndcjjlapgnimikiabaaaaaaieaiaaaaaeaaaaaa +daaaaaaanmacaaaadeahaaaapmahaaaaebgpgodjkeacaaaakeacaaaaaaacpopp +eaacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaacaaafaaaaaaaaaaabaaaaaaabaaahaaaaaaaaaa +acaaaaaaaeaaaiaaaaaaaaaaacaaamaaajaaamaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaaeaaaaaeaaaaamoaadaaeejaagaaeekaagaaoekaabaaaaacaaaaapia +ahaaoekaafaaaaadabaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiabdaaoekaaaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappka +aaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoeja +afaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaancia +acaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeia +aaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffja +anaaoekaaeaaaaaeaaaaapiaamaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaapaaoekaaaaappjaaaaaoeia +afaaaaadabaaapiaaaaaffiaacaaoekaaeaaaaaeabaaapiaabaaoekaaaaaaaia +abaaoeiaaeaaaaaeabaaapiaadaaoekaaaaakkiaabaaoeiaaeaaaaaeacaaapoa +aeaaoekaaaaappiaabaaoeiaafaaaaadaaaaapiaaaaaffjaajaaoekaaeaaaaae +aaaaapiaaiaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaakkja +aaaaoeiaaeaaaaaeaaaaapiaalaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadma +aaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefc +faaeaaaaeaaaabaabeabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaa +agiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa 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+aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 399 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 397 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 445 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 437 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 441 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 399 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 397 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 445 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 407 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 411 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 415 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 419 + o.Alpha = _Opacity; +} +#line 445 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 449 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 453 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 457 + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[21] = { program.local[0], + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[20].xyxy, c[20]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"vs_2_0 +; 28 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.zw, v3.xyxy, c19.xyxy, c19 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedamjnhihopghmplikdbdmcnllmgmpfodfabaaaaaaneafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +faaeaaaaeaaaabaabeabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaa +agiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_19; + c_19.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * (texture2D (_LightTextureB0, vec2(tmpvar_18)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_19.w = tmpvar_7; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_19; + c_19.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * (texture2D (_LightTextureB0, vec2(tmpvar_18)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_19.w = tmpvar_7; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabdaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c19.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabdaaaaoeabaaaaaa add v0.zw, r0.wwzw, c19 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedfhjjfodaijoglghdcgdanapahmclipdlabaaaaaaieaiaaaaaeaaaaaa +daaaaaaanmacaaaadeahaaaapmahaaaaebgpgodjkeacaaaakeacaaaaaaacpopp +eaacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaacaaafaaaaaaaaaaabaaaaaaabaaahaaaaaaaaaa +acaaaaaaaeaaaiaaaaaaaaaaacaaamaaajaaamaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaaeaaaaaeaaaaamoaadaaeejaagaaeekaagaaoekaabaaaaacaaaaapia +ahaaoekaafaaaaadabaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiabdaaoekaaaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappka +aaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoeja +afaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaancia +acaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeia 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+aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 437 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 433 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 437 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 399 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 403 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 407 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 411 + o.Alpha = _Opacity; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 441 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 445 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 449 + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Matrix 13 [_LightMatrix0] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"!!ARBvp1.0 +# 23 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[17]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 23 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mul r2.xyz, r1, v1.w +mov r1, c8 +dp4 r3.x, c16, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedfmpfdmlmjdldfbjnmmdlbejeiniaceheabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaa +agiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaakdcaabaaaaaaaaaaa +egiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaaaaaaaaaadcaaaaak +dccabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaabaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_17; + c_17.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_17.w = tmpvar_7; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_8; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_17; + c_17.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_5, lightDir_2)) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_17.w = tmpvar_7; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r0.wwzw, c18 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r0.xyyy, c17.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedoiagjbjofmhbbkfjacafonkhigchngfnabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaacaaafaaaaaaaaaaabaaaaaaabaaahaaaaaaaaaa +acaaaaaaaeaaaiaaaaaaaaaaacaaamaaaiaaamaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia 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+} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 436 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 432 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 436 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 406 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 410 + o.Alpha = _Opacity; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 440 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 444 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 448 + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 14 to 26, TEX: 2 to 4 +// d3d9 - ALU: 16 to 29, TEX: 2 to 4 +// d3d11 - ALU: 9 to 19, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 9 to 19, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R1.xy, R1.wyzw, c[2].y, -c[2].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +ADD R1.z, -R1, c[2]; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R2.xyz, R1.w, fragment.texcoord[1]; +RCP R1.z, R1.z; +DP3 R1.x, R1, R2; +MUL R2.xyz, R0, c[0]; +MAX R1.x, R1, c[2]; +MOV result.color.w, c[2].x; +TEX R0.w, R0.w, texture[2], 2D; +MUL R0.x, R1, R0.w; +MUL R0.xyz, R0.x, R2; +MUL result.color.xyz, R0, c[2].y; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 22 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3 r0.x, t2, t2 +mov r1.xy, r0.x +mov r0.y, t0.w +mov r0.x, t0.z +texld r4, r1, s2 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r3.xy, r0, c1.x, c1.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +dp3_pp r1.x, t1, t1 +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, t1 +rcp_pp r3.z, r0.x +dp3_pp r0.x, r3, r1 +max_pp r0.x, r0, c1.w +mul_pp r1.xyz, r2, c0 +mul_pp r0.x, r0, r4 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedknchchjeeahangdelcljalhifhmohpcdabaaaaaaliadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcmiacaaaaeaaaaaaalcaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +acaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa +aaaaaaaaapaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaaagaabaaaabaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaa +abaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaa +dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"agal_ps +c1 2.0 -1.0 1.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +aaaaaaaaabaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r1.y, v0.w +aaaaaaaaabaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r1.x, v0.z +ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point> +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +aaaaaaaaaaaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r1.y +aaaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.w +adaaaaaaadaaadacaaaaaafeacaaaaaaabaaaaaaabaaaaaa mul r3.xy, r0.xyyy, c1.x +abaaaaaaadaaadacadaaaafeacaaaaaaabaaaaffabaaaaaa add r3.xy, r3.xyyy, c1.y +adaaaaaaaaaaabacadaaaaffacaaaaaaadaaaaffacaaaaaa mul r0.x, r3.y, r3.y +bfaaaaaaacaaaiacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r2.w, r3.x +adaaaaaaacaaaiacacaaaappacaaaaaaadaaaaaaacaaaaaa mul r2.w, r2.w, r3.x +acaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r2.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaakkabaaaaaa add r0.x, r0.x, c1.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +afaaaaaaadaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r3.z, r0.x +bcaaaaaaaaaaabacadaaaakeacaaaaaaabaaaakeacaaaaaa dp3 r0.x, r3.xyzz, r1.xyzz +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappabaaaaaa max r0.x, r0.x, c1.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +adaaaaaaabaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r2.xyzz, c0 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhgkhcnhkcembkhepmpjcopcapaifcdieabaaaaaaliafaaaaaeaaaaaa +daaaaaaacmacaaaapmaeaaaaieafaaaaebgpgodjpeabaaaapeabaaaaaaacpppp +liabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaacaaaaaa +aaababaaabacacaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaachlabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaabia +aaaakklaabaaaaacaaaaaciaaaaapplaaiaaaaadabaaaiiaacaaoelaacaaoela +abaaaaacabaaadiaabaappiaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaad +abaacpiaabaaoeiaaaaioekaecaaaaadacaacpiaaaaaoelaabaioekaaeaaaaae +adaacbiaaaaappiaabaaaakaabaaffkaaeaaaaaeadaacciaaaaaffiaabaaaaka +abaaffkafkaaaaaeacaadiiaadaaoeiaadaaoeiaabaakkkaacaaaaadacaaciia +acaappibabaappkaahaaaaacacaaciiaacaappiaagaaaaacadaaceiaacaappia +ceaaaaacaaaachiaabaaoelaaiaaaaadacaaciiaadaaoeiaaaaaoeiaafaaaaad +aaaacbiaabaaaaiaacaappiafiaaaaaeacaaciiaacaappiaaaaaaaiaabaakkka +acaaaaadacaaciiaacaappiaacaappiaafaaaaadaaaachiaacaaoeiaaaaaoeka +afaaaaadaaaachiaacaappiaaaaaoeiaabaaaaacaaaaaiiaabaakkkaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcmiacaaaaeaaaaaaalcaaaaaafjaaaaae +egiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaefaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaaeghobaaaacaaaaaa +aagabaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaaagaabaaa +abaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaabaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaa +aaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 2 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R1.xy, R1.wyzw, c[2].y, -c[2].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R0.w, R1.z, R1; +ADD R0.w, -R0, c[2].z; +RSQ R0.w, R0.w; +RCP R1.z, R0.w; +DP3 R0.w, R1, fragment.texcoord[1]; +MUL R1.xyz, R0, c[0]; +MAX R0.x, R0.w, c[2]; +MUL R0.xyz, R0.x, R1; +MUL result.color.xyz, R0, c[2].y; +MOV result.color.w, c[2].x; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"ps_2_0 +; 16 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +texld r1, t0, s0 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r1.xyz, r1, c0 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r2.xy, r0, c1.x, c1.y +mul_pp r0.xy, r2, r2 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rcp_pp r2.z, r0.x +dp3_pp r0.x, r2, t1 +max_pp r0.x, r0, c1.w +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 32 used size, 9 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedacphejhgannlcfkinnliidjcbjpgpkeaabaaaaaaomacaaaaadaaaaaa +cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcbeacaaaaeaaaaaaaifaaaaaa +fjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaa +aaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaaacaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaaaaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiocaabaaa +aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa +abeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"agal_ps +c1 2.0 -1.0 1.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +aaaaaaaaaaaaabacaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r0.w +adaaaaaaacaaadacaaaaaafeacaaaaaaabaaaaaaabaaaaaa mul r2.xy, r0.xyyy, c1.x +abaaaaaaacaaadacacaaaafeacaaaaaaabaaaaffabaaaaaa add r2.xy, r2.xyyy, c1.y +adaaaaaaaaaaabacacaaaaffacaaaaaaacaaaaffacaaaaaa mul r0.x, r2.y, r2.y +bfaaaaaaabaaaiacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r2.x +adaaaaaaabaaaiacabaaaappacaaaaaaacaaaaaaacaaaaaa mul r1.w, r1.w, r2.x +acaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaakkabaaaaaa add r0.x, r0.x, c1.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaacaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r2.z, r0.x +bcaaaaaaaaaaabacacaaaakeacaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, r2.xyzz, v1 +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappabaaaaaa max r0.x, r0.x, c1.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 32 used size, 9 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediecndhdcgenjcegbolfaecffoccepnjfabaaaaaaieaeaaaaaeaaaaaa +daaaaaaameabaaaaoaadaaaafaaeaaaaebgpgodjimabaaaaimabaaaaaaacpppp +feabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaea +aaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaac +aaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeia +abaioekaecaaaaadabaacpiaaaaaoelaaaaioekaaeaaaaaeacaacbiaaaaappia +abaaaakaabaaffkaaeaaaaaeacaacciaaaaaffiaabaaaakaabaaffkafkaaaaae +abaadiiaacaaoeiaacaaoeiaabaakkkaacaaaaadabaaciiaabaappibabaappka +ahaaaaacabaaciiaabaappiaagaaaaacacaaceiaabaappiaaiaaaaadabaaciia +acaaoeiaabaaoelaalaaaaadaaaacbiaabaappiaabaakkkaacaaaaadabaaciia +aaaaaaiaaaaaaaiaafaaaaadaaaachiaabaaoeiaaaaaoekaafaaaaadaaaachia +abaappiaaaaaoeiaabaaaaacaaaaciiaabaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcbeacaaaaeaaaaaaaifaaaaaafjaaaaaeegiocaaaaaaaaaaa +acaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaaaaaaaaahgapbaaaaaaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaaaaaaaaaegaabaaa +aaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegbcbaaaacaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaabeaaaaaaaaaaaaaaaaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaa +agijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +ejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +fmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 26 ALU, 4 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2, 1, 0.5 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +RCP R0.x, fragment.texcoord[2].w; +MAD R1.xy, fragment.texcoord[2], R0.x, c[2].w; +DP3 R1.z, fragment.texcoord[2], fragment.texcoord[2]; +MOV result.color.w, c[2].x; +TEX R0.w, R1, texture[2], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, R1.z, texture[3], 2D; +MAD R1.xy, R2.wyzw, c[2].y, -c[2].z; +MUL R2.xy, R1, R1; +ADD_SAT R1.z, R2.x, R2.y; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +ADD R1.z, -R1, c[2]; +RSQ R2.x, R2.x; +RSQ R1.z, R1.z; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +RCP R1.z, R1.z; +DP3 R1.x, R1, R2; +SLT R1.y, c[2].x, fragment.texcoord[2].z; +MUL R0.w, R1.y, R0; +MUL R2.xyz, R0, c[0]; +MAX R1.x, R1, c[2]; +MUL R0.w, R0, R1; +MUL R0.x, R1, R0.w; +MUL R0.xyz, R0.x, R2; +MUL result.color.xyz, R0, c[2].y; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"ps_2_0 +; 29 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c2, 0.50000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2 +rcp r2.x, t2.w +mad r3.xy, t2, r2.x, c2.x +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +dp3 r0.x, t2, t2 +mov r2.xy, r0.x +texld r4, r2, s3 +texld r1, r1, s1 +texld r2, t0, s0 +texld r0, r3, s2 +dp3_pp r1.x, t1, t1 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r3.xy, r0, c1.x, c1.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, t1 +rcp_pp r3.z, r0.x +dp3_pp r0.x, r3, r1 +max_pp r0.x, r0, c1.w +cmp r1.x, -t2.z, c1.w, c1.z +mul_pp r1.x, r1, r0.w +mul_pp r1.x, r1, r4 +mul_pp r2.xyz, r2, c0 +mul_pp r0.x, r0, r1 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfknmcndbbmogkecdnejplngaegbpifknabaaaaaakmaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclmadaaaaeaaaaaaaopaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaadaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa +aoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaaaaaaaak +gcaabaaaaaaaaaaafgagbaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaadpaaaaaadp +aaaaaaaaefaaaaajpcaabaaaabaaaaaajgafbaaaaaaaaaaaeghobaaaacaaaaaa +aagabaaaaaaaaaaadbaaaaahccaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaa +adaaaaaaabaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaiadp +diaaaaahccaabaaaaaaaaaaadkaabaaaabaaaaaabkaabaaaaaaaaaaabaaaaaah +ecaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaakgakbaaaaaaaaaaaeghobaaaadaaaaaaaagabaaaabaaaaaadiaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakaabaaaabaaaaaaapaaaaahbcaabaaa +aaaaaaaaagaabaaaaaaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaa +aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa +abeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"agal_ps +c1 2.0 -1.0 1.0 0.0 +c2 0.5 0.0 0.0 0.0 +[bc] +afaaaaaaabaaabacacaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v2.w +adaaaaaaabaaadacacaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v2, r1.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaaaaabaaaaaa add r1.xy, r1.xyyy, c2.x +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +aaaaaaaaacaaadacaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov r2.xy, r0.xyyy +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +ciaaaaaaadaaapacacaaaafeacaaaaaaabaaaaaaafaababb tex r3, r2.xyyy, s1 <2d wrap linear point> +ciaaaaaaabaaapacabaaaafeacaaaaaaacaaaaaaafaababb tex r1, r1.xyyy, s2 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +ciaaaaaaaaaaapacaaaaaafeacaaaaaaadaaaaaaafaababb tex r0, r0.xyyy, s3 <2d wrap linear point> +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +aaaaaaaaaaaaacacadaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r3.y +aaaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.w +adaaaaaaadaaadacaaaaaafeacaaaaaaabaaaaaaabaaaaaa mul r3.xy, r0.xyyy, c1.x +abaaaaaaadaaadacadaaaafeacaaaaaaabaaaaffabaaaaaa add r3.xy, r3.xyyy, c1.y +adaaaaaaaaaaabacadaaaaffacaaaaaaadaaaaffacaaaaaa mul r0.x, r3.y, r3.y +bfaaaaaaacaaaiacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r2.w, r3.x +adaaaaaaacaaaiacacaaaappacaaaaaaadaaaaaaacaaaaaa mul r2.w, r2.w, r3.x +acaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r2.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaakkabaaaaaa add r0.x, r0.x, c1.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaadaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r3.z, r0.x +bcaaaaaaaaaaabacadaaaakeacaaaaaaabaaaakeacaaaaaa dp3 r0.x, r3.xyzz, r1.xyzz +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappabaaaaaa max r0.x, r0.x, c1.w +bfaaaaaaadaaaeacacaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r3.z, v2.z +ckaaaaaaabaaabacadaaaakkacaaaaaaacaaaaffabaaaaaa slt r1.x, r3.z, c2.y +adaaaaaaabaaabacabaaaaaaacaaaaaaabaaaappacaaaaaa mul r1.x, r1.x, r1.w +adaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaappacaaaaaa mul r1.x, r1.x, r0.w +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.x, r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 26 instructions, 2 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedahnoljjknbihfiakpcpebhkmfcfnifbnabaaaaaaceahaaaaaeaaaaaa +daaaaaaakeacaaaagiagaaaapaagaaaaebgpgodjgmacaaaagmacaaaaaaacpppp +cmacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaacaaaaaa +adababaaaaacacaaabadadaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaaf +abaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafacaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeia +acaapplaaeaaaaaeabaaadiaacaaoelaaaaakkiaacaaaakaaiaaaaadacaaaiia +acaaoelaacaaoelaabaaaaacacaaadiaacaappiaecaaaaadaaaacpiaaaaaoeia +adaioekaecaaaaadabaacpiaabaaoeiaaaaioekaecaaaaadacaacpiaacaaoeia +abaioekaecaaaaadadaacpiaaaaaoelaacaioekaaeaaaaaeabaacbiaaaaappia +abaaaakaabaaffkaaeaaaaaeabaacciaaaaaffiaabaaaakaabaaffkafkaaaaae +adaadiiaabaaoeiaabaaoeiaabaakkkaacaaaaadadaaciiaadaappibabaappka +ahaaaaacadaaciiaadaappiaagaaaaacabaaceiaadaappiaceaaaaacaaaachia +abaaoelaaiaaaaadadaaciiaabaaoeiaaaaaoeiaalaaaaadaaaacbiaadaappia +abaakkkaafaaaaadadaaciiaabaappiaacaaaaiafiaaaaaeadaaciiaacaakklb +abaakkkaadaappiaafaaaaadadaaciiaaaaaaaiaadaappiaacaaaaadadaaciia +adaappiaadaappiaafaaaaadaaaachiaadaaoeiaaaaaoekaafaaaaadaaaachia +adaappiaaaaaoeiaabaaaaacaaaaaiiaabaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefclmadaaaaeaaaaaaaopaaaaaafjaaaaaeegiocaaaaaaaaaaa +acaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaadaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaaoaaaaah +gcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaaaaaaaakgcaabaaa +aaaaaaaafgagbaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaadpaaaaaadpaaaaaaaa +efaaaaajpcaabaaaabaaaaaajgafbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa +aaaaaaaadbaaaaahccaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaadaaaaaa +abaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaah +ccaabaaaaaaaaaaadkaabaaaabaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +kgakbaaaaaaaaaaaeghobaaaadaaaaaaaagabaaaabaaaaaadiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakaabaaaabaaaaaaapaaaaahbcaabaaaaaaaaaaa +agaabaaaaaaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaaaaaaaaaa +agajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +agaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +heaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 22 ALU, 4 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[2], texture[3], CUBE; +MAD R1.xy, R2.wyzw, c[2].y, -c[2].z; +MUL R2.xy, R1, R1; +ADD_SAT R1.z, R2.x, R2.y; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +ADD R1.z, -R1, c[2]; +RSQ R2.x, R2.x; +RSQ R1.z, R1.z; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +RCP R1.z, R1.z; +DP3 R1.x, R1, R2; +MUL R2.xyz, R0, c[0]; +MAX R1.x, R1, c[2]; +MOV result.color.w, c[2].x; +TEX R0.w, R0.w, texture[2], 2D; +MUL R0.w, R0, R1; +MUL R0.x, R1, R0.w; +MUL R0.xyz, R0.x, R2; +MUL result.color.xyz, R0, c[2].y; +END +# 22 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"ps_2_0 +; 24 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_cube s3 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3 r0.x, t2, t2 +mov r0.xy, r0.x +mov r1.y, t0.w +mov r1.x, t0.z +mul_pp r2.xyz, r2, c0 +texld r4, r0, s2 +texld r1, r1, s1 +texld r0, t2, s3 +dp3_pp r1.x, t1, t1 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r3.xy, r0, c1.x, c1.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, t1 +rcp_pp r3.z, r0.x +dp3_pp r0.x, r3, r1 +max_pp r0.x, r0, c1.w +mul r1.x, r4, r0.w +mul_pp r0.x, r0, r1 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 21 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbcgknjpdlmlpiojgpdnecjfijpakmcchabaaaaaabeaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcceadaaaaeaaaaaaamjaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafidaaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaadaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaaj +pcaabaaaabaaaaaafgafbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaegbcbaaaadaaaaaaeghobaaaadaaaaaaaagabaaa +aaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaaabaaaaaadkaabaaaacaaaaaa +apaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaafgafbaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaa +diaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaa +diaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"agal_ps +c1 2.0 -1.0 1.0 0.0 +[bc] +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +aaaaaaaaabaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r1.y, v0.w +aaaaaaaaabaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r1.x, v0.z +aaaaaaaaacaaadacabaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov r2.xy, r1.xyyy +ciaaaaaaabaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r1, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaadaaapacacaaaafeacaaaaaaabaaaaaaafaababb tex r3, r2.xyyy, s1 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafbababb tex r0, v2, s3 +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +aaaaaaaaaaaaacacadaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r3.y +aaaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.w +adaaaaaaadaaadacaaaaaafeacaaaaaaabaaaaaaabaaaaaa mul r3.xy, r0.xyyy, c1.x +abaaaaaaadaaadacadaaaafeacaaaaaaabaaaaffabaaaaaa add r3.xy, r3.xyyy, c1.y +adaaaaaaaaaaabacadaaaaffacaaaaaaadaaaaffacaaaaaa mul r0.x, r3.y, r3.y +bfaaaaaaacaaaiacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r2.w, r3.x +adaaaaaaacaaaiacacaaaappacaaaaaaadaaaaaaacaaaaaa mul r2.w, r2.w, r3.x +acaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r2.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaakkabaaaaaa add r0.x, r0.x, c1.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaadaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r3.z, r0.x +bcaaaaaaaaaaabacadaaaakeacaaaaaaabaaaakeacaaaaaa dp3 r0.x, r3.xyzz, r1.xyzz +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappabaaaaaa max r0.x, r0.x, c1.w +adaaaaaaabaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r1.x, r1.w, r0.w +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.x, r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 21 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbhpjghkmfopdgaijdpcpfigodibfmjnoabaaaaaaeaagaaaaaeaaaaaa +daaaaaaafiacaaaaieafaaaaamagaaaaebgpgodjcaacaaaacaacaaaaaaacpppp +oaabaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaadaaaaaa +acababaaaaacacaaabadadaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaaf +abaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaji +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaappla +aiaaaaadabaaaiiaacaaoelaacaaoelaabaaaaacabaaadiaabaappiaecaaaaad +aaaacpiaaaaaoeiaadaioekaecaaaaadabaaapiaabaaoeiaabaioekaecaaaaad +acaaapiaacaaoelaaaaioekaecaaaaadadaacpiaaaaaoelaacaioekaaeaaaaae +acaacbiaaaaappiaabaaaakaabaaffkaaeaaaaaeacaacciaaaaaffiaabaaaaka +abaaffkafkaaaaaeadaadiiaacaaoeiaacaaoeiaabaakkkaacaaaaadadaaciia +adaappibabaappkaahaaaaacadaaciiaadaappiaagaaaaacacaaceiaadaappia +ceaaaaacaaaachiaabaaoelaaiaaaaadadaaciiaacaaoeiaaaaaoeiaalaaaaad +aaaacbiaadaappiaabaakkkaafaaaaadadaaciiaabaaaaiaacaappiaafaaaaad +adaaciiaaaaaaaiaadaappiaacaaaaadadaaciiaadaappiaadaappiaafaaaaad +aaaachiaadaaoeiaaaaaoekaafaaaaadaaaachiaadaappiaaaaaoeiaabaaaaac +aaaaaiiaabaakkkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcceadaaaa +eaaaaaaamjaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafidaaaaeaahabaaa +adaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaadaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaabeaaaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaa +adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaa +eghobaaaacaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaa +adaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa +akaabaaaabaaaaaadkaabaaaacaaaaaaapaaaaahbcaabaaaaaaaaaaaagaabaaa +aaaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaa +abaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaa +aaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 16 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R0.w, fragment.texcoord[2], texture[2], 2D; +MAD R1.xy, R1.wyzw, c[2].y, -c[2].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +ADD R1.z, -R1, c[2]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +DP3 R1.x, R1, fragment.texcoord[1]; +MAX R1.x, R1, c[2]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R1.x, R0; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +MOV result.color.w, c[2].x; +END +# 16 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 19 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xy +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +texld r2, r1, s1 +texld r1, t0, s0 +texld r0, t2, s2 +mov r0.y, r2 +mov r0.x, r2.w +mad_pp r2.xy, r0, c1.x, c1.y +mul_pp r0.xy, r2, r2 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rcp_pp r2.z, r0.x +dp3_pp r0.x, r2, t1 +max_pp r0.x, r0, c1.w +mul_pp r0.x, r0, r0.w +mul_pp r1.xyz, r1, c0 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedekplebmpelkgpfgicdadllnmmnalajmhabaaaaaafaadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcgaacaaaaeaaaaaaajiaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaa +aaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaaacaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaah +bcaabaaaaaaaaaaaagaabaaaaaaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"agal_ps +c1 2.0 -1.0 1.0 0.0 +[bc] +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +aaaaaaaaabaaadacaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov r1.xy, r0.xyyy +ciaaaaaaacaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r2, r1.xyyy, s1 <2d wrap linear point> +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r0, v2, s2 <2d wrap linear point> +aaaaaaaaaaaaacacacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.y +aaaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.w +adaaaaaaacaaadacaaaaaafeacaaaaaaabaaaaaaabaaaaaa mul r2.xy, r0.xyyy, c1.x +abaaaaaaacaaadacacaaaafeacaaaaaaabaaaaffabaaaaaa add r2.xy, r2.xyyy, c1.y +adaaaaaaaaaaabacacaaaaffacaaaaaaacaaaaffacaaaaaa mul r0.x, r2.y, r2.y +bfaaaaaaabaaaiacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r2.x +adaaaaaaabaaaiacabaaaappacaaaaaaacaaaaaaacaaaaaa mul r1.w, r1.w, r2.x +acaaaaaaaaaaabacabaaaappacaaaaaaaaaaaaaaacaaaaaa sub r0.x, r1.w, r0.x +abaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaakkabaaaaaa add r0.x, r0.x, c1.z +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +afaaaaaaacaaaeacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r2.z, r0.x +bcaaaaaaaaaaabacacaaaakeacaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, r2.xyzz, v1 +ahaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappabaaaaaa max r0.x, r0.x, c1.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 32 used size, 10 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjbejaooblobccaodeggmlnmifoghobneabaaaaaaciafaaaaaeaaaaaa +daaaaaaaaeacaaaagmaeaaaapeaeaaaaebgpgodjmmabaaaammabaaaaaaacpppp +jaabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaacaaaaaa +aaababaaabacacaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaachlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaabia +aaaakklaabaaaaacaaaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeiaacaioeka +ecaaaaadabaacpiaacaaoelaaaaioekaecaaaaadacaacpiaaaaaoelaabaioeka +aeaaaaaeabaacbiaaaaappiaabaaaakaabaaffkaaeaaaaaeabaacciaaaaaffia +abaaaakaabaaffkafkaaaaaeacaadiiaabaaoeiaabaaoeiaabaakkkaacaaaaad +acaaciiaacaappibabaappkaahaaaaacacaaciiaacaappiaagaaaaacabaaceia +acaappiaaiaaaaadacaaciiaabaaoeiaabaaoelaafaaaaadaaaacbiaabaappia +acaappiafiaaaaaeacaaciiaacaappiaaaaaaaiaabaakkkaacaaaaadacaaciia +acaappiaacaappiaafaaaaadaaaachiaacaaoeiaaaaaoekaafaaaaadaaaachia +acaappiaaaaaoeiaabaaaaacaaaaaiiaabaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcgaacaaaaeaaaaaaajiaaaaaafjaaaaaeegiocaaaaaaaaaaa +acaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaaaaaaaaa +hgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +aaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaabaaaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaaacaaaaaadeaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaahbcaabaaa +aaaaaaaaagaabaaaaaaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaiocaabaaa +aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa +abeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 21 to 21 +// d3d9 - ALU: 22 to 22 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +Vector 10 [_BumpMap_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[3].xyz, R0, c[9].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +Vector 9 [_BumpMap_ST] +"vs_2_0 +; 22 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT2.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT3.xyz, r0, c8.w +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddofdaliokfballcidnldemeeghikookjabaaaaaajiafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcpmadaaaaeaaaabaa +ppaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + lowp vec3 tmpvar_8; + tmpvar_8 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); + normal_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + tmpvar_5 = tmpvar_10; + tmpvar_4 = normal_7; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD1, tmpvar_4); + worldN_2.x = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = dot (xlv_TEXCOORD2, tmpvar_4); + worldN_2.y = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD3, tmpvar_4); + worldN_2.z = tmpvar_14; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + lowp vec3 normal_8; + normal_8.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0).wy * 2.0) - 1.0); + normal_8.z = sqrt((1.0 - clamp (dot (normal_8.xy, normal_8.xy), 0.0, 1.0))); + normal_7 = normal_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + tmpvar_5 = tmpvar_10; + tmpvar_4 = normal_7; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD1, tmpvar_4); + worldN_2.x = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = dot (xlv_TEXCOORD2, tmpvar_4); + worldN_2.y = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD3, tmpvar_4); + worldN_2.z = tmpvar_14; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedklopoeegfccblenojjggckhogjkcdgdkabaaaaaacaaiaaaaaeaaaaaa +daaaaaaaleacaaaaliagaaaaiaahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +ceacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaadaaagaaaaaaaaaa +abaabeaaabaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaahia +abaaoejaafaaaaadabaaahiaaaaamjiaacaancjaaeaaaaaeaaaaahiaacaamjja +aaaanciaabaaoeibafaaaaadaaaaahiaaaaaoeiaabaappjaabaaaaacabaaabia +agaaaakaabaaaaacabaaaciaahaaaakaabaaaaacabaaaeiaaiaaaakaaiaaaaad +acaaaciaaaaaoeiaabaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaad +acaaaeiaacaaoejaabaaoeiaafaaaaadabaaahoaacaaoeiaajaappkaabaaaaac +abaaabiaagaaffkaabaaaaacabaaaciaahaaffkaabaaaaacabaaaeiaaiaaffka +aiaaaaadacaaaciaaaaaoeiaabaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeia +aiaaaaadacaaaeiaacaaoejaabaaoeiaafaaaaadacaaahoaacaaoeiaajaappka +abaaaaacabaaabiaagaakkkaabaaaaacabaaaciaahaakkkaabaaaaacabaaaeia +aiaakkkaaiaaaaadaaaaaciaaaaaoeiaabaaoeiaaiaaaaadaaaaabiaabaaoeja +abaaoeiaaiaaaaadaaaaaeiaacaaoejaabaaoeiaafaaaaadadaaahoaaaaaoeia +ajaappkaafaaaaadaaaaapiaaaaaffjaadaaoekaaeaaaaaeaaaaapiaacaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaafaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpmadaaaaeaaaabaa +ppaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _BumpMap_ST; +#line 432 +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 423 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 427 + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD3 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _BumpMap_ST; +#line 432 +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_BumpMap = IN.pack0.xy; + #line 436 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 440 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 worldN; + #line 444 + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + o.Normal = worldN; + #line 448 + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + return res; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 12 to 12, TEX: 1 to 1 +// d3d9 - ALU: 13 to 13, TEX: 1 to 1 +// d3d11 - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +SetTexture 0 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 1 TEX +PARAM c[1] = { { 0, 2, 1, 0.5 } }; +TEMP R0; +TEMP R1; +TEX R0.yw, fragment.texcoord[0], texture[0], 2D; +MAD R0.xy, R0.wyzw, c[0].y, -c[0].z; +MUL R0.zw, R0.xyxy, R0.xyxy; +ADD_SAT R0.z, R0, R0.w; +ADD R0.z, -R0, c[0]; +RSQ R0.z, R0.z; +RCP R0.z, R0.z; +DP3 R1.z, fragment.texcoord[3], R0; +DP3 R1.x, R0, fragment.texcoord[1]; +DP3 R1.y, R0, fragment.texcoord[2]; +MAD result.color.xyz, R1, c[0].w, c[0].w; +MOV result.color.w, c[0].x; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +SetTexture 0 [_BumpMap] 2D +"ps_2_0 +; 13 ALU, 1 TEX +dcl_2d s0 +def c0, 2.00000000, -1.00000000, 1.00000000, 0.50000000 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r0, t0, s0 +mov r0.x, r0.w +mad_pp r1.xy, r0, c0.x, c0.y +mul_pp r0.xy, r1, r1 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c0.z +rsq_pp r0.x, r0.x +rcp_pp r1.z, r0.x +dp3 r0.z, t3, r1 +dp3 r0.x, r1, t1 +dp3 r0.y, r1, t2 +mad_pp r0.xyz, r0, c0.w, c0.w +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedooffhajeemnfofekahclgcnejledjbfdabaaaaaaoeacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcnmabaaaaeaaaaaaahhaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaapdcaabaaaaaaaaaaa +hgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +aaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaabaaaaaah +bcaabaaaabaaaaaaegbcbaaaacaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaa +abaaaaaaegbcbaaaadaaaaaaegacbaaaaaaaaaaabaaaaaahecaabaaaabaaaaaa +egbcbaaaaeaaaaaaegacbaaaaaaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadp +aaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediejilgkiefennpadpnkolannfnfonhbeabaaaaaafmaeaaaaaeaaaaaa +daaaaaaakeabaaaaiiadaaaaciaeaaaaebgpgodjgmabaaaagmabaaaaaaacpppp +eeabaaaaciaaaaaaaaaaciaaaaaaciaaaaaaciaaabaaceaaaaaaciaaaaaaaaaa +aaacppppfbaaaaafaaaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +abaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaia +adaaahlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioeka +aeaaaaaeabaacbiaaaaappiaaaaaaakaaaaaffkaaeaaaaaeabaacciaaaaaffia +aaaaaakaaaaaffkafkaaaaaeabaadiiaabaaoeiaabaaoeiaaaaakkkaacaaaaad +abaaciiaabaappibaaaappkaahaaaaacabaaciiaabaappiaagaaaaacabaaceia +abaappiaaiaaaaadaaaacbiaabaaoelaabaaoeiaaiaaaaadaaaacciaacaaoela +abaaoeiaaiaaaaadaaaaceiaadaaoelaabaaoeiaaeaaaaaeaaaachiaaaaaoeia +abaaaakaabaaaakaabaaaaacaaaaciiaaaaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafkaaaaadaagabaaaaaaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaapdcaabaaa +aaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegacbaaaaaaaaaaabaaaaaah +ccaabaaaabaaaaaaegbcbaaaadaaaaaaegacbaaaaaaaaaaabaaaaaahecaabaaa +abaaaaaaegbcbaaaaeaaaaaaegacbaaaaaaaaaaadcaaaaaphccabaaaaaaaaaaa +egacbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaa +aaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 25 to 42 +// d3d9 - ALU: 26 to 43 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjglbapihppffmfjgdankmlkbcgeampgpabaaaaaagaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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+aaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaa +abaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaa +abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa +abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa +acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa +egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa +egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa +egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + mediump vec3 tmpvar_20; + tmpvar_20 = (tmpvar_4 * light_3.xyz); + c_19.xyz = tmpvar_20; + c_19.w = tmpvar_6; + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + mediump vec3 tmpvar_20; + tmpvar_20 = (tmpvar_4 * light_3.xyz); + c_19.xyz = tmpvar_20; + c_19.w = tmpvar_6; + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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_glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 431 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 439 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 443 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 447 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 451 + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 455 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhpgnfackdfhjkcdnfikgkcikiajkponcabaaaaaagmahaaaaadaaaaaa 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+aaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egacbaaaaaaaaaaaaaaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaia +ebaaaaaaacaaaaaabjaaaaaadiaaaaaihccabaaaafaaaaaaegacbaaaaaaaaaaa +pgipcaaaacaaaaaabjaaaaaadiaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaa +ckiacaaaadaaaaaaafaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaa +aeaaaaaaakbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa +ckiacaaaadaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaajccaabaaaaaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaa +abeaaaaaaaaaiadpdiaaaaaiiccabaaaafaaaaaabkaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_20.w; + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_7 * light_6.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_9; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_20.w; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + mediump vec3 tmpvar_27; + tmpvar_27 = (tmpvar_7 * light_6.xyz); + c_26.xyz = tmpvar_27; + c_26.w = tmpvar_9; + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used 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m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 433 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 446 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 458 + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + #line 462 + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + #line 466 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjagbagbenlcmpkdjphacgplmbplipjhnabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaa +adaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 normal_19; + normal_19 = tmpvar_5; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_18 * normal_19), 0.0, 1.0), scalePerBasisVector_20)); + mediump vec4 tmpvar_24; + tmpvar_24.w = 0.0; + tmpvar_24.xyz = lm_21; + mediump vec4 tmpvar_25; + tmpvar_25 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_24); + light_3 = tmpvar_25; + lowp vec4 c_26; + mediump vec3 tmpvar_27; + tmpvar_27 = (tmpvar_4 * tmpvar_25.xyz); + c_26.xyz = tmpvar_27; + c_26.w = tmpvar_7; + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_20; + tmpvar_20[0].x = 0.816497; + tmpvar_20[0].y = -0.408248; + tmpvar_20[0].z = -0.408248; + tmpvar_20[1].x = 0.0; + tmpvar_20[1].y = 0.707107; + tmpvar_20[1].z = -0.707107; + tmpvar_20[2].x = 0.57735; + tmpvar_20[2].y = 0.57735; + tmpvar_20[2].z = 0.57735; + mediump vec3 normal_21; + normal_21 = tmpvar_5; + mediump vec3 scalePerBasisVector_22; + mediump vec3 lm_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_23 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_22 = tmpvar_25; + lm_23 = (lm_23 * dot (clamp ((tmpvar_20 * normal_21), 0.0, 1.0), scalePerBasisVector_22)); + mediump vec4 tmpvar_26; + tmpvar_26.w = 0.0; + tmpvar_26.xyz = lm_23; + mediump vec4 tmpvar_27; + tmpvar_27 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_26); + light_3 = tmpvar_27; + lowp vec4 c_28; + mediump vec3 tmpvar_29; + tmpvar_29 = (tmpvar_4 * tmpvar_27.xyz); + c_28.xyz = tmpvar_29; + c_28.w = tmpvar_7; + c_2 = c_28; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedekkaecnkelimjkjnppeeciconpcgpkonabaaaaaaamaiaaaaaeaaaaaa 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m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 456 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + light += lm; + #line 460 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint 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tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + mediump vec3 tmpvar_20; + tmpvar_20 = (tmpvar_4 * light_3.xyz); + c_19.xyz = tmpvar_20; + c_19.w = tmpvar_6; + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + mediump vec3 tmpvar_20; + tmpvar_20 = (tmpvar_4 * light_3.xyz); + c_19.xyz = tmpvar_20; + c_19.w = tmpvar_6; + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 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+imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 431 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 439 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 443 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 447 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 451 + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + #line 455 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhpgnfackdfhjkcdnfikgkcikiajkponcabaaaaaagmahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcliafaaaaeaaaabaagoabaaaafjaaaaae +egiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabkaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadpccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagfaaaaadpccabaaa +afaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa +abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaa +agaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaa +ahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaa +afaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egacbaaaaaaaaaaaaaaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaia +ebaaaaaaacaaaaaabjaaaaaadiaaaaaihccabaaaafaaaaaaegacbaaaaaaaaaaa +pgipcaaaacaaaaaabjaaaaaadiaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaa +ckiacaaaadaaaaaaafaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaa +aeaaaaaaakbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa +ckiacaaaadaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaajccaabaaaaaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaa +abeaaaaaaaaaiadpdiaaaaaiiccabaaaafaaaaaabkaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_20.w; + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_7 * light_6.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_9; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_20.w; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + mediump vec3 tmpvar_27; + tmpvar_27 = (tmpvar_7 * light_6.xyz); + c_26.xyz = tmpvar_27; + c_26.w = tmpvar_9; + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgofiojhmgnlfoahjnmagahdclkhdpikaabaaaaaaoiakaaaaaeaaaaaa +daaaaaaakiadaaaagiajaaaadaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +amadaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaabjaaabaaagaaaaaaaaaa +adaaaaaaaiaaahaaaaaaaaaaadaaamaaajaaapaaaaaaaaaaaaaaaaaaaaacpopp 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_glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 433 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 446 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 458 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 462 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 466 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjagbagbenlcmpkdjphacgplmbplipjhnabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaa +adaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 normal_19; + normal_19 = tmpvar_5; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_18 * normal_19), 0.0, 1.0), scalePerBasisVector_20)); + mediump vec4 tmpvar_24; + tmpvar_24.w = 0.0; + tmpvar_24.xyz = lm_21; + mediump vec4 tmpvar_25; + tmpvar_25 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_24); + light_3 = tmpvar_25; + lowp vec4 c_26; + mediump vec3 tmpvar_27; + tmpvar_27 = (tmpvar_4 * tmpvar_25.xyz); + c_26.xyz = tmpvar_27; + c_26.w = tmpvar_7; + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_6 = tmpvar_14; + tmpvar_5 = normal_9; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_20; + tmpvar_20[0].x = 0.816497; + tmpvar_20[0].y = -0.408248; + tmpvar_20[0].z = -0.408248; + tmpvar_20[1].x = 0.0; + tmpvar_20[1].y = 0.707107; + tmpvar_20[1].z = -0.707107; + tmpvar_20[2].x = 0.57735; + tmpvar_20[2].y = 0.57735; + tmpvar_20[2].z = 0.57735; + mediump vec3 normal_21; + normal_21 = tmpvar_5; + mediump vec3 scalePerBasisVector_22; + mediump vec3 lm_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_23 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_22 = tmpvar_25; + lm_23 = (lm_23 * dot (clamp ((tmpvar_20 * normal_21), 0.0, 1.0), scalePerBasisVector_22)); + mediump vec4 tmpvar_26; + tmpvar_26.w = 0.0; + tmpvar_26.xyz = lm_23; + mediump vec4 tmpvar_27; + tmpvar_27 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_26); + light_3 = tmpvar_27; + lowp vec4 c_28; + mediump vec3 tmpvar_29; + tmpvar_29 = (tmpvar_4 * tmpvar_27.xyz); + c_28.xyz = tmpvar_29; + c_28.w = tmpvar_7; + c_2 = c_28; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 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xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 456 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + light += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 460 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 21 to 35, TEX: 3 to 5 +// d3d9 - ALU: 25 to 37, TEX: 3 to 5 +// d3d11 - ALU: 17 to 25, TEX: 3 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 17 to 25, TEX: 3 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 24 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R1.xyz, fragment.texcoord[2], texture[2], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[3].x, -c[3].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R0.w, R2.z, R2; +ADD R1.w, -R0, c[3].y; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +RSQ R1.w, R1.w; +RCP R2.z, R1.w; +MUL R3.xyz, R0.w, fragment.texcoord[1]; +DP3_SAT R0.w, R3, R2; +ADD R0.w, -R0, c[3].y; +POW R0.w, R0.w, c[1].x; +MUL R2.xyz, R0.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +LG2 R1.x, R1.x; +LG2 R1.z, R1.z; +LG2 R1.y, R1.y; +ADD R1.xyz, -R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +MOV result.color.w, c[0].x; +END +# 24 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 28 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r3, t0, s0 +texldp r2, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r4.z, r1.x +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c3.z +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +log_pp r1.x, r2.x +log_pp r1.z, r2.z +log_pp r1.y, r2.y +add_pp r1.xyz, -r1, t3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmaglbiijcphjcadjjbkkfaaacggnieonabaaaaaaimaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcieadaaaaeaaaaaaaobaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafhcaabaaaabaaaaaa +egacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +egbcbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgpcofngbpfkkkhhkhalaogemnohmnpfjabaaaaaanmagaaaaaeaaaaaa +daaaaaaahmacaaaaaiagaaaakiagaaaaebgpgodjeeacaaaaeeacaaaaaaacpppp +aiacaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaac +aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadaaaacpia +aaaaoeiaabaioekaecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadacaacpia +aaaaoelaaaaioekaaeaaaaaeadaacbiaaaaappiaacaaaakaacaaffkaaeaaaaae +adaacciaaaaaffiaacaaaakaacaaffkafkaaaaaeabaadiiaadaaoeiaadaaoeia +acaakkkaacaaaaadabaaciiaabaappibacaappkaahaaaaacabaaciiaabaappia +agaaaaacadaaceiaabaappiaceaaaaacaaaaahiaabaaoelaaiaaaaadabaabiia +aaaaoeiaadaaoeiaacaaaaadabaaciiaabaappibacaappkacaaaaaadacaaaiia +abaappiaaaaakkkaafaaaaadaaaaahiaacaappiaabaaoekaafaaaaadaaaachia +aaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaffkaapaaaaacadaacbia +abaaaaiaapaaaaacadaacciaabaaffiaapaaaaacadaaceiaabaakkiaacaaaaad +abaachiaadaaoeibadaaoelaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeia +abaaaaacaaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +ieadaaaaeaaaaaaaobaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafhcaabaaaabaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaa +aeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaa +adaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 35 ALU, 5 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R3.xyz, fragment.texcoord[2], texture[2], 2D; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R1.xyz, R1.w, R1; +MAD R4.xy, R4.wyzw, c[4].y, -c[4].z; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +MUL R0.xyz, R0.w, R0; +MUL R1.xyz, R1, c[4].x; +ADD R2.w, -R2, c[4].z; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.w, R2.w; +DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R0.w, R0.w; +RCP R0.w, R0.w; +MAD R0.xyz, R0, c[4].x, -R1; +MAD_SAT R0.w, R0, c[3].z, c[3]; +MAD R0.xyz, R0.w, R0, R1; +RCP R4.z, R2.w; +MUL R5.xyz, R1.w, fragment.texcoord[1]; +DP3_SAT R1.w, R5, R4; +ADD R1.w, -R1, c[4].z; +POW R1.w, R1.w, c[1].x; +MUL R4.xyz, R1.w, c[2]; +MUL R4.xyz, R4, c[2].w; +MUL R1.xyz, R4, c[0].x; +LG2 R3.x, R3.x; +LG2 R3.y, R3.y; +LG2 R3.z, R3.z; +ADD R0.xyz, -R3, R0; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 35 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 37 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c4, 8.00000000, 2.00000000, -1.00000000, 1.00000000 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r5, t0, s0 +texldp r4, t2, s2 +texld r3, t3, s3 +texld r2, t3, s4 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r6.xy, r0, c4.y, c4.z +mul_pp r0.xy, r6, r6 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c4.w +rsq_pp r1.x, r0.x +rcp_pp r6.z, r1.x +mul_pp r1.xyz, r2.w, r2 +mul_pp r2.xyz, r1, c4.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r6 +mul_pp r1.xyz, r3.w, r3 +mad_pp r6.xyz, r1, c4.x, -r2 +add r1.x, -r0, c4.w +pow_pp r3.x, r1.x, c1.x +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r1.x, r0.x +mov_pp r0.x, r3.x +mad_sat r1.x, r1, c3.z, c3.w +mad_pp r1.xyz, r1.x, r6, r2 +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +log_pp r2.x, r4.x +log_pp r2.y, r4.y +log_pp r2.z, r4.z +add_pp r1.xyz, -r2, r1 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcdpjlbokgmbmiijgepihifapeglklejeabaaaaaacmagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcamafaaaa +eaaaaaaaedabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaa +afaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaaiaaaaaa +dkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaa +acaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafhcaabaaaacaaaaaa +egacbaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaia +ebaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhjplkeilnengpdohooeoolijjipcnbnaabaaaaaaiaajaaaaaeaaaaaa +daaaaaaaiaadaaaajeaiaaaaemajaaaaebgpgodjeiadaaaaeiadaaaaaaacpppp +piacaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaadaaacaaaaaaaaaaaaaaaaaaaiaa +abaaacaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaa +aaaaiadpfbaaaaafaeaaapkaaaaaaaebaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaagaaaaacaaaaaiiaacaappla +afaaaaadaaaaadiaaaaappiaacaaoelaabaaaaacabaaabiaaaaakklaabaaaaac +abaaaciaaaaapplaecaaaaadacaacpiaadaaoelaaeaioekaecaaaaadadaacpia +adaaoelaadaioekaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpia +abaaoeiaabaioekaecaaaaadaeaacpiaaaaaoelaaaaioekaajaaaaadaaaaaiia +aeaaoelaaeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiiaaaaappia +aeaaaaaeaaaadiiaaaaappiaacaakkkaacaappkaafaaaaadacaaciiaacaappia +aeaaaakaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadacaaciiaadaappia +aeaaaakaaeaaaaaeadaachiaacaappiaadaaoeiaacaaoeibaeaaaaaeacaachia +aaaappiaadaaoeiaacaaoeiaapaaaaacadaacbiaaaaaaaiaapaaaaacadaaccia +aaaaffiaapaaaaacadaaceiaaaaakkiaacaaaaadaaaachiaacaaoeiaadaaoeib +aeaaaaaeacaacbiaabaappiaadaaaakaadaaffkaaeaaaaaeacaacciaabaaffia +adaaaakaadaaffkafkaaaaaeaaaadiiaacaaoeiaacaaoeiaadaakkkaacaaaaad +aaaaciiaaaaappibadaappkaahaaaaacaaaaciiaaaaappiaagaaaaacacaaceia +aaaappiaceaaaaacabaaahiaabaaoelaaiaaaaadaaaabiiaabaaoeiaacaaoeia +acaaaaadaaaaciiaaaaappibadaappkacaaaaaadaeaaaiiaaaaappiaaaaakkka +afaaaaadabaaahiaaeaappiaabaaoekaafaaaaadabaachiaabaaoeiaabaappka +afaaaaadabaachiaabaaoeiaaaaaffkaaeaaaaaeaaaachiaaeaaoeiaaaaaoeia +abaaoeiaabaaaaacaaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefcamafaaaaeaaaaaaaedabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaad +pcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaa +adaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaabbaaaaahicaabaaa +aaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaa +aaaaaaaaaiaaaaaadkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaaeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +aeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaa +abaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaah +dcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +acaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaaf +hcaabaaaacaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegacbaiaebaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 34 ALU, 5 TEX +PARAM c[7] = { program.local[0..2], + { 2, 1, 8 }, + { -0.40824828, -0.70710677, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R3.xyz, fragment.texcoord[2], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R4.xy, R4.wyzw, c[3].x, -c[3].y; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +ADD R2.w, -R2, c[3].y; +RSQ R2.w, R2.w; +RSQ R3.w, R3.w; +RCP R4.z, R2.w; +MUL R5.xyz, R3.w, fragment.texcoord[1]; +DP3_SAT R2.w, R4, R5; +ADD R2.w, -R2, c[3].y; +MUL R1.xyz, R1.w, R1; +DP3_SAT R5.z, R4, c[4]; +DP3_SAT R5.x, R4, c[6]; +DP3_SAT R5.y, R4, c[5]; +MUL R1.xyz, R1, R5; +POW R2.w, R2.w, c[1].x; +DP3 R1.w, R1, c[3].z; +MUL R4.xyz, R2.w, c[2]; +MUL R1.xyz, R4, c[2].w; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, R1.w; +MUL R1.xyz, R1, c[0].x; +LG2 R3.x, R3.x; +LG2 R3.z, R3.z; +LG2 R3.y, R3.y; +MAD R0.xyz, R0, c[3].z, -R3; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 34 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 36 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c4, -0.40824828, -0.70710677, 0.57735026, 0 +def c5, -0.40824831, 0.70710677, 0.57735026, 0 +def c6, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r5, t0, s0 +texldp r4, t2, s2 +texld r3, t3, s3 +texld r2, t3, s4 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t1 +mul_pp r2.xyz, r2.w, r2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r6.xy, r0, c3.x, c3.y +mul_pp r0.xy, r6, r6 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r6.z, r0.x +dp3_sat r0.x, r6, r1 +add r0.x, -r0, c3.z +dp3_pp_sat r1.z, r6, c4 +dp3_pp_sat r1.y, r6, c5 +dp3_pp_sat r1.x, r6, c6 +mul_pp r1.xyz, r2, r1 +pow_pp r2.w, r0.x, c1.x +mov_pp r0.x, r2.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r2.xyz, r3.w, r3 +dp3_pp r1.x, r1, c3.w +mul_pp r1.xyz, r2, r1.x +log_pp r2.x, r4.x +log_pp r2.z, r4.z +log_pp r2.y, r4.y +mad_pp r1.xyz, r1, c3.w, -r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfjooejbicjbidhohhebfgedkikmhaiffabaaaaaabiagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcbaafaaaaeaaaaaaaeeabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaaapcaaaakbcaabaaa +acaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaaabaaaaaa +bacaaaakccaabaaaacaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaa +egacbaaaabaaaaaabacaaaakecaabaaaacaaaaaaaceaaaaaolafnblopdaedflp +dkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaajgafbaaaaaaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaacpaaaaafocaabaaaaaaaaaaaagajbaaaacaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaajgahbaiaebaaaaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaaaaaaaaaegbcbaaaacaaaaaabacaaaahicaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbhahgpbnpknbljpboedefnjiejloaihgabaaaaaaheajaaaaaeaaaaaa +daaaaaaaiiadaaaakaaiaaaaeaajaaaaebgpgodjfaadaaaafaadaaaaaaacpppp +amadaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaadaaacaaaaaaaaaaaaaaaaacpppp +fbaaaaafacaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapka +aaaaaaebdkmnbddpaaaaaaaaolaffbdpfbaaaaafaeaaapkaomafnblopdaedfdp +dkmnbddpaaaaaaaafbaaaaafafaaapkaolafnblopdaedflpdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +bpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoela +ecaaaaadacaacpiaadaaoelaaeaioekaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadadaacpiaadaaoelaadaioekaecaaaaadabaacpiaabaaoeiaacaioeka +ecaaaaadaeaacpiaaaaaoelaaaaioekaafaaaaadabaaciiaacaappiaadaaaaka +afaaaaadacaachiaacaaoeiaabaappiaaeaaaaaeafaacbiaaaaappiaacaaaaka +acaaffkaaeaaaaaeafaacciaaaaaffiaacaaaakaacaaffkafkaaaaaeabaadiia +afaaoeiaafaaoeiaacaakkkaacaaaaadabaaciiaabaappibacaappkaahaaaaac +abaaciiaabaappiaagaaaaacafaaceiaabaappiaaiaaaaadaaaadbiaadaablka +afaaoeiaaiaaaaadaaaadciaaeaaoekaafaaoeiaaiaaaaadaaaadeiaafaaoeka +afaaoeiaaiaaaaadabaaciiaaaaaoeiaacaaoeiaafaaaaadadaaciiaadaappia +adaaaakaafaaaaadaaaachiaadaaoeiaadaappiaapaaaaacacaacbiaabaaaaia +apaaaaacacaacciaabaaffiaapaaaaacacaaceiaabaakkiaaeaaaaaeaaaachia +aaaaoeiaabaappiaacaaoeibceaaaaacabaaahiaabaaoelaaiaaaaadaaaabiia +abaaoeiaafaaoeiaacaaaaadaaaaciiaaaaappibacaappkacaaaaaadaeaaaiia +aaaappiaaaaakkkaafaaaaadabaaahiaaeaappiaabaaoekaafaaaaadabaachia +abaaoeiaabaappkaafaaaaadabaachiaabaaoeiaaaaaffkaaeaaaaaeaaaachia +aeaaoeiaaaaaoeiaabaaoeiaabaaaaacaaaaciiaaaaaffkaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcbaafaaaaeaaaaaaaeeabaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaa +aeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaa +ffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaaeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaa +abaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaa +apcaaaakbcaabaaaacaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaa +igaabaaaabaaaaaabacaaaakccaabaaaacaaaaaaaceaaaaaomafnblopdaedfdp +dkmnbddpaaaaaaaaegacbaaaabaaaaaabacaaaakecaabaaaacaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaa +agbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaajgafbaaa +aaaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafocaabaaaaaaaaaaa +agajbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaa +abaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaa +jgahbaiaebaaaaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegbcbaaaacaaaaaabacaaaahicaabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TXP R1.xyz, fragment.texcoord[2], texture[2], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[3].x, -c[3].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R0.w, R2.z, R2; +ADD R1.w, -R0, c[3].y; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +RSQ R1.w, R1.w; +RCP R2.z, R1.w; +MUL R3.xyz, R0.w, fragment.texcoord[1]; +DP3_SAT R0.w, R3, R2; +ADD R0.w, -R0, c[3].y; +POW R0.w, R0.w, c[1].x; +MUL R2.xyz, R0.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +ADD R1.xyz, R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +MOV result.color.w, c[0].x; +END +# 21 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 25 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r3, t0, s0 +texldp r2, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r4.z, r1.x +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c3.z +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r0.xyz, r0, c0.x +add_pp r1.xyz, r2, t3 +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcfimkbfifnkikkihebgopegpjcnbobepabaaaaaaheaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgmadaaaaeaaaaaaanlaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedicodhiohheolfimnbpdkjnllggiohlodabaaaaaakaagaaaaaeaaaaaa +daaaaaaafiacaaaammafaaaagmagaaaaebgpgodjcaacaaaacaacaaaaaaacpppp +oeabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaac +aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadaaaacpia +aaaaoeiaabaioekaecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadacaacpia +aaaaoelaaaaioekaaeaaaaaeadaacbiaaaaappiaacaaaakaacaaffkaaeaaaaae +adaacciaaaaaffiaacaaaakaacaaffkafkaaaaaeabaadiiaadaaoeiaadaaoeia +acaakkkaacaaaaadabaaciiaabaappibacaappkaahaaaaacabaaciiaabaappia +agaaaaacadaaceiaabaappiaceaaaaacaaaaahiaabaaoelaaiaaaaadabaabiia +aaaaoeiaadaaoeiaacaaaaadabaaciiaabaappibacaappkacaaaaaadacaaaiia +abaappiaaaaakkkaafaaaaadaaaaahiaacaappiaabaaoekaafaaaaadaaaachia +aaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaffkaacaaaaadabaachia +abaaoeiaadaaoelaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcgmadaaaa +eaaaaaaanlaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +fgifcaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +egbcbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 5 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[2], 2D; +MUL R1.xyz, R1.w, R1; +MAD R4.xy, R4.wyzw, c[4].y, -c[4].z; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +MUL R0.xyz, R0.w, R0; +MUL R1.xyz, R1, c[4].x; +ADD R2.w, -R2, c[4].z; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.w, R2.w; +DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R0.w, R0.w; +RCP R0.w, R0.w; +MAD R0.xyz, R0, c[4].x, -R1; +MAD_SAT R0.w, R0, c[3].z, c[3]; +MAD R0.xyz, R0.w, R0, R1; +RCP R4.z, R2.w; +MUL R5.xyz, R1.w, fragment.texcoord[1]; +DP3_SAT R1.w, R5, R4; +ADD R1.w, -R1, c[4].z; +POW R1.w, R1.w, c[1].x; +MUL R4.xyz, R1.w, c[2]; +MUL R4.xyz, R4, c[2].w; +MUL R1.xyz, R4, c[0].x; +ADD R0.xyz, R3, R0; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 32 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 33 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c4, 8.00000000, 2.00000000, -1.00000000, 1.00000000 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r5, t0, s0 +texldp r4, t2, s2 +texld r3, t3, s3 +texld r2, t3, s4 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r6.xy, r0, c4.y, c4.z +mul_pp r0.xy, r6, r6 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c4.w +rsq_pp r1.x, r1.x +rcp_pp r6.z, r1.x +mul_pp r1.xyz, r2.w, r2 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r6 +mul_pp r1.xyz, r1, c4.x +mul_pp r2.xyz, r3.w, r3 +mad_pp r3.xyz, r2, c4.x, -r1 +add r0.x, -r0, c4.w +pow_pp r2.w, r0.x, c1.x +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_sat r0.x, r0, c3.z, c3.w +mad_pp r0.xyz, r0.x, r3, r1 +mul r2.xyz, r2.w, c2 +mul r1.xyz, r2, c2.w +add_pp r0.xyz, r4, r0 +mul_pp r1.xyz, r1, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r0, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddnklmglcpakpgkpeegnoacoegmaognlfabaaaaaabeagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpeaeaaaa +eaaaaaaadnabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaa +afaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaaiaaaaaa +dkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaa +acaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedggbelhginidalnbdiieloakllaiggpohabaaaaaaeeajaaaaaeaaaaaa +daaaaaaafmadaaaafiaiaaaabaajaaaaebgpgodjceadaaaaceadaaaaaaacpppp +neacaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaadaaacaaaaaaaaaaaaaaaaaaaiaa +abaaacaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaa +aaaaiadpfbaaaaafaeaaapkaaaaaaaebaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakkla +abaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadia +aaaakkiaacaaoelaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpia +adaaoelaaeaioekaecaaaaadadaacpiaadaaoelaadaioekaecaaaaadabaacpia +abaaoeiaacaioekaecaaaaadaeaacpiaaaaaoelaaaaioekaaeaaaaaeafaacbia +aaaappiaadaaaakaadaaffkaaeaaaaaeafaacciaaaaaffiaadaaaakaadaaffka +fkaaaaaeabaadiiaafaaoeiaafaaoeiaadaakkkaacaaaaadabaaciiaabaappib +adaappkaahaaaaacabaaciiaabaappiaagaaaaacafaaceiaabaappiaceaaaaac +aaaaahiaabaaoelaaiaaaaadabaabiiaaaaaoeiaafaaoeiaacaaaaadabaaciia +abaappibadaappkacaaaaaadaeaaaiiaabaappiaaaaakkkaafaaaaadaaaaahia +aeaappiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappkaafaaaaadaaaachia +aaaaoeiaaaaaffkaajaaaaadaaaaaiiaaeaaoelaaeaaoelaahaaaaacaaaaaiia +aaaappiaagaaaaacaaaaaiiaaaaappiaaeaaaaaeaaaadiiaaaaappiaacaakkka +acaappkaafaaaaadabaaciiaacaappiaaeaaaakaafaaaaadacaachiaacaaoeia +abaappiaafaaaaadabaaciiaadaappiaaeaaaakaaeaaaaaeadaachiaabaappia +adaaoeiaacaaoeibaeaaaaaeacaachiaaaaappiaadaaoeiaacaaoeiaacaaaaad +abaachiaabaaoeiaacaaoeiaaeaaaaaeaaaachiaaeaaoeiaabaaoeiaaaaaoeia +abaaaaacaaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +peaeaaaaeaaaaaaadnabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaa +aeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaa +afaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaabbaaaaahicaabaaaaaaaaaaa +egbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa +aiaaaaaadkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 31 ALU, 5 TEX +PARAM c[7] = { program.local[0..2], + { 2, 1, 8 }, + { -0.40824828, -0.70710677, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[2], 2D; +MAD R4.xy, R4.wyzw, c[3].x, -c[3].y; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +ADD R2.w, -R2, c[3].y; +RSQ R2.w, R2.w; +RSQ R3.w, R3.w; +RCP R4.z, R2.w; +MUL R5.xyz, R3.w, fragment.texcoord[1]; +DP3_SAT R2.w, R4, R5; +ADD R2.w, -R2, c[3].y; +MUL R1.xyz, R1.w, R1; +DP3_SAT R5.z, R4, c[4]; +DP3_SAT R5.x, R4, c[6]; +DP3_SAT R5.y, R4, c[5]; +MUL R1.xyz, R1, R5; +POW R2.w, R2.w, c[1].x; +DP3 R1.w, R1, c[3].z; +MUL R4.xyz, R2.w, c[2]; +MUL R1.xyz, R4, c[2].w; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, R1.w; +MUL R1.xyz, R1, c[0].x; +MAD R0.xyz, R0, c[3].z, R3; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 31 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 33 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c4, -0.40824828, -0.70710677, 0.57735026, 0 +def c5, -0.40824831, 0.70710677, 0.57735026, 0 +def c6, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r5, t0, s0 +texldp r4, t2, s2 +texld r3, t3, s3 +texld r2, t3, s4 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t1 +mul_pp r2.xyz, r2.w, r2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r6.xy, r0, c3.x, c3.y +mul_pp r0.xy, r6, r6 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r6.z, r0.x +dp3_sat r0.x, r6, r1 +add r0.x, -r0, c3.z +dp3_pp_sat r1.z, r6, c4 +dp3_pp_sat r1.y, r6, c5 +dp3_pp_sat r1.x, r6, c6 +mul_pp r1.xyz, r2, r1 +pow_pp r2.w, r0.x, c1.x +mov_pp r0.x, r2.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +dp3_pp r1.x, r1, c3.w +mul_pp r2.xyz, r3.w, r3 +mul_pp r1.xyz, r2, r1.x +mad_pp r1.xyz, r1, c3.w, r4 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcdlmjopmkcnodnngeklnnmfnhebodfdgabaaaaaaaaagaaaaadaaaaaa 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+dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbdnepipfpchaklkabacoggamnicejifeabaaaaaadiajaaaaaeaaaaaa +daaaaaaageadaaaageaiaaaaaeajaaaaebgpgodjcmadaaaacmadaaaaaaacpppp +oiacaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaadaaacaaaaaaaaaaaaaaaaacpppp +fbaaaaafacaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapka +aaaaaaebdkmnbddpaaaaaaaaolaffbdpfbaaaaafaeaaapkaomafnblopdaedfdp +dkmnbddpaaaaaaaafbaaaaafafaaapkaolafnblopdaedflpdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +bpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoela +ecaaaaadacaacpiaadaaoelaaeaioekaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadadaacpiaadaaoelaadaioeka +ecaaaaadaeaacpiaaaaaoelaaaaioekaafaaaaadabaaciiaacaappiaadaaaaka 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+abaaaaaabacaaaakccaabaaaacaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddp +aaaaaaaaegacbaaaabaaaaaabacaaaakecaabaaaacaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +aeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaaaaaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaaagajbaaa +acaaaaaafgafbaaaaaaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaajgahbaaaaaaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegbcbaaaacaaaaaabacaaaah +icaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 60 + + } + Fallback "Bumped Diffuse" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumpedspecular b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumpedspecular new file mode 100644 index 0000000..fedbbd5 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumpedspecular @@ -0,0 +1,33334 @@ +Shader "KSP/Bumped Specular" +{ + Properties + { + _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} + _BumpMap("_BumpMap", 2D) = "bump" {} + _Color ("Main Color", Color) = (1,1,1,1) + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 + + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 20 to 80 +// d3d9 - ALU: 21 to 83 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 44 ALU +PARAM c[25] = { { 1 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 44 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 47 ALU +def c24, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c24.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedonjjcopgmfffiaoiiibpbbahhnklgaooabaaaaaanaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa 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+acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaa +acaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaa +aaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_18)))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_5); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_18)))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_5); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"agal_vs +c24 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c24.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c24.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaamacadaaaaeeaaaaaaaabhaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c23.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabhaaaaoeabaaaaaa add v0.zw, r0.wwzw, c23 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 439 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 431 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 435 + o.vlight = shlight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 439 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 443 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 447 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 451 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 455 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlckajnjphoaajglgklambbhfcphgjhlfabaaaaaanaaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +emadaaaaeaaaabaandaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaa +ahaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaa +ogikcaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_14.w) * tmpvar_14.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgohbgjicphogdfgdlnjnldgjnokdnfbdabaaaaaapiagaaaaaeaaaaaa +daaaaaaafeacaaaakiafaaaahaagaaaaebgpgodjbmacaaaabmacaaaaaaacpopp 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+abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 431 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 435 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 440 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 444 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 448 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 452 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + #line 456 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlckajnjphoaajglgklambbhfcphgjhlfabaaaaaanaaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +emadaaaaeaaaabaandaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaa +ahaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaa +ogikcaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + c_1.w = 0.0; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + mediump vec3 specColor_20; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 normal_23; + normal_23 = tmpvar_3; + mediump vec3 scalePerBasisVector_24; + mediump vec3 lm_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_25 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_24 = tmpvar_27; + lm_25 = (lm_25 * dot (clamp ((tmpvar_22 * normal_23), 0.0, 1.0), scalePerBasisVector_24)); + vec3 v_28; + v_28.x = tmpvar_22[0].x; + v_28.y = tmpvar_22[1].x; + v_28.z = tmpvar_22[2].x; + vec3 v_29; + v_29.x = tmpvar_22[0].y; + v_29.y = tmpvar_22[1].y; + v_29.z = tmpvar_22[2].y; + vec3 v_30; + v_30.x = tmpvar_22[0].z; + v_30.y = tmpvar_22[1].z; + v_30.z = tmpvar_22[2].z; + mediump float tmpvar_31; + tmpvar_31 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_19)))); + nh_21 = tmpvar_31; + highp float tmpvar_32; + mediump float arg1_33; + arg1_33 = (_Shininess * 128.0); + tmpvar_32 = pow (nh_21, arg1_33); + highp vec3 tmpvar_34; + tmpvar_34 = (((lm_25 * _SpecColor.xyz) * tmpvar_5) * tmpvar_32); + specColor_20 = tmpvar_34; + highp vec4 tmpvar_35; + tmpvar_35.xyz = lm_25; + tmpvar_35.w = tmpvar_32; + tmpvar_18 = tmpvar_35; + c_1.xyz = specColor_20; + mediump vec3 tmpvar_36; + tmpvar_36 = (c_1.xyz + (tmpvar_2 * tmpvar_18.xyz)); + c_1.xyz = tmpvar_36; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + c_1.w = 0.0; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_20; + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_19; + mediump vec3 specColor_22; + highp float nh_23; + mat3 tmpvar_24; + tmpvar_24[0].x = 0.816497; + tmpvar_24[0].y = -0.408248; + tmpvar_24[0].z = -0.408248; + tmpvar_24[1].x = 0.0; + tmpvar_24[1].y = 0.707107; + tmpvar_24[1].z = -0.707107; + tmpvar_24[2].x = 0.57735; + tmpvar_24[2].y = 0.57735; + tmpvar_24[2].z = 0.57735; + mediump vec3 normal_25; + normal_25 = tmpvar_3; + mediump vec3 scalePerBasisVector_26; + mediump vec3 lm_27; + lowp vec3 tmpvar_28; + tmpvar_28 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + lm_27 = tmpvar_28; + lowp vec3 tmpvar_29; + tmpvar_29 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + scalePerBasisVector_26 = tmpvar_29; + lm_27 = (lm_27 * dot (clamp ((tmpvar_24 * normal_25), 0.0, 1.0), scalePerBasisVector_26)); + vec3 v_30; + v_30.x = tmpvar_24[0].x; + v_30.y = tmpvar_24[1].x; + v_30.z = tmpvar_24[2].x; + vec3 v_31; + v_31.x = tmpvar_24[0].y; + v_31.y = tmpvar_24[1].y; + v_31.z = tmpvar_24[2].y; + vec3 v_32; + v_32.x = tmpvar_24[0].z; + v_32.y = tmpvar_24[1].z; + v_32.z = tmpvar_24[2].z; + mediump float tmpvar_33; + tmpvar_33 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_26.x * v_30) + (scalePerBasisVector_26.y * v_31)) + (scalePerBasisVector_26.z * v_32))) + viewDir_21)))); + nh_23 = tmpvar_33; + highp float tmpvar_34; + mediump float arg1_35; + arg1_35 = (_Shininess * 128.0); + tmpvar_34 = pow (nh_23, arg1_35); + highp vec3 tmpvar_36; + tmpvar_36 = (((lm_27 * _SpecColor.xyz) * tmpvar_5) * tmpvar_34); + specColor_22 = tmpvar_36; + highp vec4 tmpvar_37; + tmpvar_37.xyz = lm_27; + tmpvar_37.w = tmpvar_34; + tmpvar_20 = tmpvar_37; + c_1.xyz = specColor_22; + mediump vec3 tmpvar_38; + tmpvar_38 = (c_1.xyz + (tmpvar_2 * tmpvar_20.xyz)); + c_1.xyz = tmpvar_38; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgohbgjicphogdfgdlnjnldgjnokdnfbdabaaaaaapiagaaaaaeaaaaaa +daaaaaaafeacaaaakiafaaaahaagaaaaebgpgodjbmacaaaabmacaaaaaaacpopp +meabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoa +aeaaoejaabaaoekaabaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahia +aaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeiaaeaaaaae +aaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaamaaoeka +aeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboaabaaoeja +aaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancja +aeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeia +abaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoeja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaaiaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcemadaaaaeaaaabaa +ndaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaa +afaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 439 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 431 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 435 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 439 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 443 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 447 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 451 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 455 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 459 + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"!!ARBvp1.0 +# 49 ALU +PARAM c[26] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[25].xyxy, c[25]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 49 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"vs_2_0 +; 52 ALU +def c26, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c26.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c26.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c26.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c25.xyxy, c25 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedocaebghbcjikdeoniaheacncilginjniabaaaaaaiaaiaaaaadaaaaaa 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mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float tmpvar_17; + mediump float lightShadowDataX_18; + highp float dist_19; + lowp float tmpvar_20; + tmpvar_20 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_19 = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = _LightShadowData.x; + lightShadowDataX_18 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = max (float((dist_19 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_18); + tmpvar_17 = tmpvar_22; + highp vec3 tmpvar_23; + tmpvar_23 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_24; + viewDir_24 = tmpvar_23; + lowp vec4 c_25; + highp float nh_26; + lowp float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_24)))); + nh_26 = tmpvar_28; + mediump float arg1_29; + arg1_29 = (_Shininess * 128.0); + highp float tmpvar_30; + tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_5); + highp vec3 tmpvar_31; + tmpvar_31 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (tmpvar_17 * 2.0)); + c_25.xyz = tmpvar_31; + highp float tmpvar_32; + tmpvar_32 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * tmpvar_17)); + c_25.w = tmpvar_32; + c_1.w = c_25.w; + c_1.xyz = (c_25.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec4 o_30; + highp vec4 tmpvar_31; + tmpvar_31 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_32; + tmpvar_32.x = tmpvar_31.x; + tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x); + o_30.xy = (tmpvar_32 + tmpvar_31.w); + o_30.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_30; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (tmpvar_17.x * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * tmpvar_17.x)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +"agal_vs +c26 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c26.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c26.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabkaaaaffabaaaaaa mul r1.xyz, r0.xyww, c26.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25 +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 465 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmiicmabohkdefhchpkppmpenbkfeefbeabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaa +ajaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp float tmpvar_14; + mediump float lightShadowDataX_15; + highp float dist_16; + lowp float tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_16 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = _LightShadowData.x; + lightShadowDataX_15 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_15); + tmpvar_14 = tmpvar_19; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_14 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_16; + tmpvar_16 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_16, ((tmpvar_14.x * 2.0) * tmpvar_15.xyz)), (tmpvar_16 * tmpvar_14.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedegnfgnllkphdcljmjkmbdgbkgnndecemabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp 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+baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaal +dccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaa +aaaaaaaaajaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa +abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 454 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 458 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 462 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 466 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmiicmabohkdefhchpkppmpenbkfeefbeabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaa +ajaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float tmpvar_17; + mediump float lightShadowDataX_18; + highp float dist_19; + lowp float tmpvar_20; + tmpvar_20 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_19 = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = _LightShadowData.x; + lightShadowDataX_18 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = max (float((dist_19 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_18); + tmpvar_17 = tmpvar_22; + c_1.w = 0.0; + highp vec3 tmpvar_23; + tmpvar_23 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_24; + mediump vec3 viewDir_25; + viewDir_25 = tmpvar_23; + mediump vec3 specColor_26; + highp float nh_27; + mat3 tmpvar_28; + tmpvar_28[0].x = 0.816497; + tmpvar_28[0].y = -0.408248; + tmpvar_28[0].z = -0.408248; + tmpvar_28[1].x = 0.0; + tmpvar_28[1].y = 0.707107; + tmpvar_28[1].z = -0.707107; + tmpvar_28[2].x = 0.57735; + tmpvar_28[2].y = 0.57735; + tmpvar_28[2].z = 0.57735; + mediump vec3 normal_29; + normal_29 = tmpvar_3; + mediump vec3 scalePerBasisVector_30; + mediump vec3 lm_31; + lowp vec3 tmpvar_32; + tmpvar_32 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_31 = tmpvar_32; + lowp vec3 tmpvar_33; + tmpvar_33 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_30 = tmpvar_33; + lm_31 = (lm_31 * dot (clamp ((tmpvar_28 * normal_29), 0.0, 1.0), scalePerBasisVector_30)); + vec3 v_34; + v_34.x = tmpvar_28[0].x; + v_34.y = tmpvar_28[1].x; + v_34.z = tmpvar_28[2].x; + vec3 v_35; + v_35.x = tmpvar_28[0].y; + v_35.y = tmpvar_28[1].y; + v_35.z = tmpvar_28[2].y; + vec3 v_36; + v_36.x = tmpvar_28[0].z; + v_36.y = tmpvar_28[1].z; + v_36.z = tmpvar_28[2].z; + mediump float tmpvar_37; + tmpvar_37 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_30.x * v_34) + (scalePerBasisVector_30.y * v_35)) + (scalePerBasisVector_30.z * v_36))) + viewDir_25)))); + nh_27 = tmpvar_37; + highp float tmpvar_38; + mediump float arg1_39; + arg1_39 = (_Shininess * 128.0); + tmpvar_38 = pow (nh_27, arg1_39); + highp vec3 tmpvar_40; + tmpvar_40 = (((lm_31 * _SpecColor.xyz) * tmpvar_5) * tmpvar_38); + specColor_26 = tmpvar_40; + highp vec4 tmpvar_41; + tmpvar_41.xyz = lm_31; + tmpvar_41.w = tmpvar_38; + tmpvar_24 = tmpvar_41; + c_1.xyz = specColor_26; + lowp vec3 tmpvar_42; + tmpvar_42 = vec3((tmpvar_17 * 2.0)); + mediump vec3 tmpvar_43; + tmpvar_43 = (c_1.xyz + (tmpvar_2 * min (tmpvar_24.xyz, tmpvar_42))); + c_1.xyz = tmpvar_43; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + c_1.w = 0.0; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + mediump vec3 specColor_23; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 normal_26; + normal_26 = tmpvar_3; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_25[0].x; + v_31.y = tmpvar_25[1].x; + v_31.z = tmpvar_25[2].x; + vec3 v_32; + v_32.x = tmpvar_25[0].y; + v_32.y = tmpvar_25[1].y; + v_32.z = tmpvar_25[2].y; + vec3 v_33; + v_33.x = tmpvar_25[0].z; + v_33.y = tmpvar_25[1].z; + v_33.z = tmpvar_25[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_22)))); + nh_24 = tmpvar_34; + highp float tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + tmpvar_35 = pow (nh_24, arg1_36); + highp vec3 tmpvar_37; + tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_5) * tmpvar_35); + specColor_23 = tmpvar_37; + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_28; + tmpvar_38.w = tmpvar_35; + tmpvar_21 = tmpvar_38; + c_1.xyz = specColor_23; + lowp vec3 arg1_39; + arg1_39 = ((tmpvar_17.x * 2.0) * tmpvar_18.xyz); + mediump vec3 tmpvar_40; + tmpvar_40 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_21.xyz, arg1_39), (tmpvar_21.xyz * tmpvar_17.x)))); + c_1.xyz = tmpvar_40; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 11 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +Vector 176 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedegnfgnllkphdcljmjkmbdgbkgnndecemabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia 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+aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 465 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 469 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +Vector 32 [_BumpMap_ST] +"!!ARBvp1.0 +# 75 ALU +PARAM c[33] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[32].xyxy, c[32]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 75 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +"vs_2_0 +; 78 ALU +def c32, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c32.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c32.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c32.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c32.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c31.xyxy, c31 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedopkmmpolggpnlecejifmdnekbijegopaabaaaaaacaalaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa 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+acaaaaaaaeaaaaaadcaaaaajpcaabaaaaeaaaaaaegaobaaaafaaaaaaagaabaaa +aaaaaaaaegaobaaaaeaaaaaadcaaaaajpcaabaaaaaaaaaaaegaobaaaacaaaaaa +kgakbaaaaaaaaaaaegaobaaaaeaaaaaadcaaaaajpcaabaaaadaaaaaaegaobaaa +afaaaaaaegaobaaaafaaaaaaegaobaaaadaaaaaadcaaaaajpcaabaaaacaaaaaa +egaobaaaacaaaaaaegaobaaaacaaaaaaegaobaaaadaaaaaaeeaaaaafpcaabaaa +adaaaaaaegaobaaaacaaaaaadcaaaaanpcaabaaaacaaaaaaegaobaaaacaaaaaa +egiocaaaacaaaaaaafaaaaaaaceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadp +aoaaaaakpcaabaaaacaaaaaaaceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadp +egaobaaaacaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaaaaaaaaaaegaobaaa +adaaaaaadeaaaaakpcaabaaaaaaaaaaaegaobaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaaacaaaaaa +egaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaaaaaaaaaaegiccaaa +acaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaaacaaaaaaagaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +acaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +aaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_18)))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_5); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_18)))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_5); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +"agal_vs +c32 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c32.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacaaaaaaaabaaaaaa add r1, r2, c32.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacaaaaaffabaaaaaa max r0, r0, c32.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c32.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaamacadaaaaeeaaaaaaaabpaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c31.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabpaaaaoeabaaaaaa add v0.zw, r5.wwzw, c31 +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedhbjjbohijnoneendkmaefoeigmlcihblabaaaaaapabaaaaaaeaaaaaa +daaaaaaapmafaaaaiiapaaaafabaaaaaebgpgodjmeafaaaameafaaaaaaacpopp +eiafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +acaaacaaaiaaafaaaaaaaaaaacaabcaaahaaanaaaaaaaaaaadaaaaaaaeaabeaa +aaaaaaaaadaaamaaajaabiaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafcbaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac 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gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 431 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 435 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 439 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 441 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 443 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 447 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 451 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 455 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 459 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"!!ARBvp1.0 +# 80 ALU +PARAM c[34] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..33] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[33].xyxy, c[33]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 80 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"vs_2_0 +; 83 ALU +def c34, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c34.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c34.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c34.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c34.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c34.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c33.xyxy, c33 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedflgnopjkabjbloighnaihjohacpemdibabaaaaaanaalaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa 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highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float tmpvar_17; + mediump float lightShadowDataX_18; + highp float dist_19; + lowp float tmpvar_20; + tmpvar_20 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_19 = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = _LightShadowData.x; + lightShadowDataX_18 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = max (float((dist_19 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_18); + tmpvar_17 = tmpvar_22; + highp vec3 tmpvar_23; + tmpvar_23 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_24; + viewDir_24 = tmpvar_23; + lowp vec4 c_25; + highp float nh_26; + lowp float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_24)))); + nh_26 = tmpvar_28; + mediump float arg1_29; + arg1_29 = (_Shininess * 128.0); + highp float tmpvar_30; + tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_5); + highp vec3 tmpvar_31; + tmpvar_31 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (tmpvar_17 * 2.0)); + c_25.xyz = tmpvar_31; + highp float tmpvar_32; + tmpvar_32 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * tmpvar_17)); + c_25.w = tmpvar_32; + c_1.w = c_25.w; + c_1.xyz = (c_25.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_10 = tmpvar_1.xyz; + tmpvar_11 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_12; + tmpvar_12[0].x = tmpvar_10.x; + tmpvar_12[0].y = tmpvar_11.x; + tmpvar_12[0].z = tmpvar_2.x; + tmpvar_12[1].x = tmpvar_10.y; + tmpvar_12[1].y = tmpvar_11.y; + tmpvar_12[1].z = tmpvar_2.y; + tmpvar_12[2].x = tmpvar_10.z; + tmpvar_12[2].y = tmpvar_11.z; + tmpvar_12[2].z = tmpvar_2.z; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_12 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_13; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_15; + tmpvar_15.w = 1.0; + tmpvar_15.xyz = tmpvar_9; + mediump vec3 tmpvar_16; + mediump vec4 normal_17; + normal_17 = tmpvar_15; + highp float vC_18; + mediump vec3 x3_19; + mediump vec3 x2_20; + mediump vec3 x1_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAr, normal_17); + x1_21.x = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAg, normal_17); + x1_21.y = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHAb, normal_17); + x1_21.z = tmpvar_24; + mediump vec4 tmpvar_25; + tmpvar_25 = (normal_17.xyzz * normal_17.yzzx); + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBr, tmpvar_25); + x2_20.x = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBg, tmpvar_25); + x2_20.y = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = dot (unity_SHBb, tmpvar_25); + x2_20.z = tmpvar_28; + mediump float tmpvar_29; + tmpvar_29 = ((normal_17.x * normal_17.x) - (normal_17.y * normal_17.y)); + vC_18 = tmpvar_29; + highp vec3 tmpvar_30; + tmpvar_30 = (unity_SHC.xyz * vC_18); + x3_19 = tmpvar_30; + tmpvar_16 = ((x1_21 + x2_20) + x3_19); + shlight_3 = tmpvar_16; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_31; + tmpvar_31 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosX0 - tmpvar_31.x); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosY0 - tmpvar_31.y); + highp vec4 tmpvar_34; + tmpvar_34 = (unity_4LightPosZ0 - tmpvar_31.z); + highp vec4 tmpvar_35; + tmpvar_35 = (((tmpvar_32 * tmpvar_32) + (tmpvar_33 * tmpvar_33)) + (tmpvar_34 * tmpvar_34)); + highp vec4 tmpvar_36; + tmpvar_36 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_32 * tmpvar_9.x) + (tmpvar_33 * tmpvar_9.y)) + (tmpvar_34 * tmpvar_9.z)) * inversesqrt(tmpvar_35))) * (1.0/((1.0 + (tmpvar_35 * unity_4LightAtten0))))); + highp vec3 tmpvar_37; + tmpvar_37 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_36.x) + (unity_LightColor[1].xyz * tmpvar_36.y)) + (unity_LightColor[2].xyz * tmpvar_36.z)) + (unity_LightColor[3].xyz * tmpvar_36.w))); + tmpvar_6 = tmpvar_37; + highp vec4 o_38; + highp vec4 tmpvar_39; + tmpvar_39 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_40; + tmpvar_40.x = tmpvar_39.x; + tmpvar_40.y = (tmpvar_39.y * _ProjectionParams.x); + o_38.xy = (tmpvar_40 + tmpvar_39.w); + o_38.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_12 * (((_World2Object * tmpvar_14).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_38; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (tmpvar_17.x * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * tmpvar_17.x)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +"agal_vs +c34 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c34.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaaccaaaaaaabaaaaaa add r1, r2, c34.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaaccaaaaffabaaaaaa max r0, r0, c34.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c34.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaaccaaaakkabaaaaaa mul r1.xyz, r0.xyww, c34.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33 +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddkecoebeopkcnepdkdopngcjnfdchoaeabaaaaaaombbaaaaaeaaaaaa +daaaaaaaeiagaaaagmbaaaaadebbaaaaebgpgodjbaagaaaabaagaaaaaaacpopp 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+enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 449 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 451 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 453 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 457 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 461 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 465 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 469 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float shadow_17; + lowp float tmpvar_18; + tmpvar_18 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_19; + tmpvar_19 = (_LightShadowData.x + (tmpvar_18 * (1.0 - _LightShadowData.x))); + shadow_17 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_20; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_21)))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_5); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (shadow_17 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * shadow_17)); + c_22.w = tmpvar_29; + c_1.w = c_22.w; + c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 449 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 465 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_4 = _Opacity; + lowp float shadow_14; + lowp float tmpvar_15; + tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_16; + tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x))); + shadow_14 = tmpvar_16; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_14 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 454 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 458 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 462 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 466 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float shadow_17; + lowp float tmpvar_18; + tmpvar_18 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_19; + tmpvar_19 = (_LightShadowData.x + (tmpvar_18 * (1.0 - _LightShadowData.x))); + shadow_17 = tmpvar_19; + c_1.w = 0.0; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + mediump vec3 specColor_23; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 normal_26; + normal_26 = tmpvar_3; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_25[0].x; + v_31.y = tmpvar_25[1].x; + v_31.z = tmpvar_25[2].x; + vec3 v_32; + v_32.x = tmpvar_25[0].y; + v_32.y = tmpvar_25[1].y; + v_32.z = tmpvar_25[2].y; + vec3 v_33; + v_33.x = tmpvar_25[0].z; + v_33.y = tmpvar_25[1].z; + v_33.z = tmpvar_25[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_22)))); + nh_24 = tmpvar_34; + highp float tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + tmpvar_35 = pow (nh_24, arg1_36); + highp vec3 tmpvar_37; + tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_5) * tmpvar_35); + specColor_23 = tmpvar_37; + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_28; + tmpvar_38.w = tmpvar_35; + tmpvar_21 = tmpvar_38; + c_1.xyz = specColor_23; + lowp vec3 tmpvar_39; + tmpvar_39 = vec3((shadow_17 * 2.0)); + mediump vec3 tmpvar_40; + tmpvar_40 = (c_1.xyz + (tmpvar_2 * min (tmpvar_21.xyz, tmpvar_39))); + c_1.xyz = tmpvar_40; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 440 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 449 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 453 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 457 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 461 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 465 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 469 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_2 = tmpvar_14; + tmpvar_4 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_5 = tmpvar_15; + tmpvar_3 = normal_8; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_16; + tmpvar_6 = _Opacity; + lowp float shadow_17; + lowp float tmpvar_18; + tmpvar_18 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_19; + tmpvar_19 = (_LightShadowData.x + (tmpvar_18 * (1.0 - _LightShadowData.x))); + shadow_17 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_20; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD2 + viewDir_21)))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_5); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (shadow_17 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * shadow_17)); + c_22.w = tmpvar_29; + c_1.w = c_22.w; + c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 430 +v2f_surf vert_surf( in appdata_full v ) { + #line 432 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 436 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 440 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 444 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 449 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 396 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 451 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 453 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 457 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 461 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 465 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 469 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 22 to 56, TEX: 2 to 5 +// d3d9 - ALU: 26 to 61, TEX: 2 to 5 +// d3d11 - ALU: 17 to 44, TEX: 2 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 17 to 44, TEX: 2 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 41 ALU, 2 TEX +PARAM c[7] = { program.local[0..5], + { 2, 1, 0, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1]; +MAD R1.xy, R1.wyzw, c[6].x, -c[6].y; +MOV R2.xyz, fragment.texcoord[2]; +RSQ R1.z, R1.z; +MAD R3.xyz, fragment.texcoord[1], R1.z, R2; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R2.x, R3, R3; +RSQ R1.w, R2.x; +ADD R2.x, -R1.z, c[6].y; +RSQ R2.y, R2.x; +DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R1.z; +RCP R1.z, R2.y; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +DP3_SAT R2.w, R2, R1; +MUL R2.xyz, R1.w, R3; +ADD R2.w, -R2, c[6].y; +DP3 R2.x, R1, R2; +MOV R1.w, c[6]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[6].z; +POW R1.w, R1.w, R2.y; +DP3 R2.x, R1, fragment.texcoord[2]; +MUL R0.w, R0, R1; +MOV R1, c[1]; +MAX R3.x, R2, c[6].z; +MUL R2.xyz, R0, c[0]; +MUL R1.w, R1, c[0]; +MUL R2.xyz, R2, R3.x; +MUL R1.xyz, R1, c[0]; +MAD R1.xyz, R1, R0.w, R2; +MUL R2.xyz, R1, c[6].x; +POW R2.w, R2.w, c[4].x; +MUL R1.xyz, R2.w, c[5]; +MAD R0.xyz, R0, fragment.texcoord[3], R2; +MUL R1.xyz, R1, c[5].w; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, R1, c[3].x; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"ps_2_0 +; 50 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c6, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c7, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3_pp r1.x, t1, t1 +rsq_pp r1.x, r1.x +mov_pp r4.xyz, t2 +mad_pp r4.xyz, t1, r1.x, r4 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r5.xyz, r2, c0 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r3.xy, r0, c6.x, c6.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c6.z +dp3_pp r0.x, r4, r4 +rsq_pp r1.x, r1.x +rcp_pp r3.z, r1.x +rsq_pp r0.x, r0.x +mul_pp r1.xyz, r0.x, r4 +dp3_pp r1.x, r3, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c7, r0 +max_pp r1.x, r1, c6.w +pow r4.x, r1.x, r0.x +mov r0.x, r4.x +mov_pp r0.w, c0 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t1 +dp3_sat r1.x, r1, r3 +mul r0.x, r2.w, r0 +mul_pp r4.x, c1.w, r0.w +mad r0.w, r0.x, r4.x, c3.x +add r1.x, -r1, c6.z +pow_pp r4.x, r1.x, c4.x +dp3_pp r1.x, r3, t2 +max_pp r1.x, r1, c6.w +mov_pp r3.xyz, c0 +mul_pp r1.xyz, r5, r1.x +mul_pp r3.xyz, c1, r3 +mad r1.xyz, r3, r0.x, r1 +mov_pp r0.x, r4.x +mul r1.xyz, r1, c6.x +mul r0.xyz, r0.x, c5 +mad_pp r1.xyz, r2, t3, r1 +mul r0.xyz, r0, c5.w +mad_pp r0.xyz, r0, c3.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 39 instructions, 5 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbkihnpgmhnknkindnileklicojancfjpabaaaaaabeagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa 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+adaaaaaabacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +aaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaa +akaabaaaabaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaeaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaa +abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaegbcbaaaaeaaaaaa +egacbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaa +aaaaaaaaadaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 39 instructions, 5 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedphblpmbcepddadngijhlghjfpfophalaabaaaaaafaajaaaaaeaaaaaa +daaaaaaagiadaaaahmaiaaaabmajaaaaebgpgodjdaadaaaadaadaaaaaaacpppp +piacaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaabaaaeaaaaaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaaaea +aaaaialpaaaaaaaaaaaaiadpfbaaaaafafaaapkaaaaaaaedaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaac +aaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaac +aaaaabiaaaaappiaabaaaaacabaaahiaabaaoelaaeaaaaaeabaachiaabaaoeia +aaaaaaiaacaaoelaafaaaaadaaaaahiaaaaaaaiaabaaoelaceaaaaacacaachia +abaaoeiaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaecaaaaad +abaacpiaabaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaaeaaaaae +aeaacbiaabaappiaaeaaaakaaeaaffkaaeaaaaaeaeaacciaabaaffiaaeaaaaka +aeaaffkafkaaaaaeaaaadiiaaeaaoeiaaeaaoeiaaeaakkkaacaaaaadaaaaciia +aaaappibaeaappkaahaaaaacaaaaciiaaaaappiaagaaaaacaeaaceiaaaaappia +aiaaaaadaaaaciiaaeaaoeiaacaaoeiaalaaaaadaeaaaiiaaaaappiaaeaakkka +abaaaaacaaaaaiiaacaaaakaafaaaaadaaaaaiiaaaaappiaafaaaakacaaaaaad +abaaabiaaeaappiaaaaappiaafaaaaadaaaaaiiaadaappiaabaaaaiaabaaaaac +abaaapiaaaaaoekaafaaaaadabaaahiaabaaoeiaabaaoekaafaaaaadabaaahia +aaaappiaabaaoeiaaiaaaaadadaaciiaaeaaoeiaacaaoelaaiaaaaadaaaabbia +aaaaoeiaaeaaoeiaacaaaaadaaaacbiaaaaaaaibaeaappkacaaaaaadacaaabia +aaaaaaiaacaakkkaafaaaaadaaaaahiaacaaaaiaadaaoekaafaaaaadaaaachia +aaaaoeiaadaappkaalaaaaadacaacbiaadaappiaaeaakkkaafaaaaadacaacoia +adaabliaaaaablkaaeaaaaaeabaaahiaacaabliaacaaaaiaabaaoeiaacaaaaad +abaachiaabaaoeiaabaaoeiaaeaaaaaeabaachiaadaaoeiaadaaoelaabaaoeia +aeaaaaaeacaachiaaaaaoeiaacaaffkaabaaoeiaafaaaaadaaaaabiaabaappia +abaappkaaeaaaaaeacaaciiaaaaaaaiaaaaappiaacaaffkaabaaaaacaaaicpia +acaaoeiappppaaaafdeieefcamafaaaaeaaaaaaaedabaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +afaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaa +agbjbaaaacaaaaaaagaabaaaaaaaaaaaagbjbaaaadaaaaaadiaaaaahhcaabaaa +abaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaa +jgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +acaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dkaabaaaadaaaaaadiaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaa +egiocaaaaaaaaaaaacaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaaeaaaaaadcaaaaakiccabaaaaaaaaaaadkaabaaaaeaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegbcbaaaadaaaaaabacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +bcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaa +abaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaabeaaaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaa +egiccaaaaaaaaaaaabaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaa +agaabaaaaaaaaaaajgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaa +egbcbaaaaeaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 22 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[3].y, -c[3].z; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R1.w, R2.z, R2; +ADD R2.z, -R1.w, c[3]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.z, R2.z; +MUL R0.xyz, R0.w, R0; +RCP R2.z, R2.z; +MUL R3.xyz, R1.w, fragment.texcoord[1]; +DP3_SAT R1.w, R3, R2; +ADD R1.w, -R1, c[3].z; +POW R1.w, R1.w, c[1].x; +MUL R2.xyz, R1.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +MOV result.color.w, c[0].x; +END +# 22 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 26 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r2, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r4.z, r1.x +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c3.z +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r1.xyz, r2.w, r2 +mul_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.w, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgheogeeapnobmooeodchlabnkfhafmolabaaaaaafaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +adaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +bkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlbbmibpbbpoangnoccmgaehdmbdmbkbkabaaaaaahmagaaaaaeaaaaaa +daaaaaaafiacaaaamaafaaaaeiagaaaaebgpgodjcaacaaaacaacaaaaaaacpppp +oeabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapkaaaaaaaebaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadabaacpia +acaaoelaacaioekaecaaaaadacaacpiaaaaaoelaaaaioekaaeaaaaaeadaacbia +aaaappiaacaaaakaacaaffkaaeaaaaaeadaacciaaaaaffiaacaaaakaacaaffka +fkaaaaaeacaadiiaadaaoeiaadaaoeiaacaakkkaacaaaaadacaaciiaacaappib +acaappkaahaaaaacacaaciiaacaappiaagaaaaacadaaceiaacaappiaceaaaaac +aaaaahiaabaaoelaaiaaaaadacaabiiaaaaaoeiaadaaoeiaacaaaaadacaaciia +acaappibacaappkacaaaaaadaaaaabiaacaappiaaaaakkkaafaaaaadaaaaahia +aaaaaaiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappkaafaaaaadaaaachia +aaaaoeiaaaaaffkaafaaaaadaaaaciiaabaappiaadaaaakaafaaaaadabaachia +abaaoeiaaaaappiaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcgaadaaaa +eaaaaaaaniaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaa +hgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +abaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +ejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 50 ALU, 4 TEX +PARAM c[9] = { program.local[0..4], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TEX R2, fragment.texcoord[2], texture[3], 2D; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[5].x, -c[5].y; +MUL R2.xyz, R2.w, R2; +MUL R4.xyz, R2, c[5].z; +MUL R2.xyz, R4.y, c[7]; +MAD R2.xyz, R4.x, c[8], R2; +MAD R2.xyz, R4.z, c[6], R2; +DP3 R2.w, R2, R2; +RSQ R2.w, R2.w; +MUL R2.xyz, R2.w, R2; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +MUL R3.zw, R3.xyxy, R3.xyxy; +MAD R2.xyz, fragment.texcoord[1], R2.w, R2; +ADD_SAT R2.w, R3.z, R3; +DP3 R3.z, R2, R2; +RSQ R3.z, R3.z; +ADD R2.w, -R2, c[5].y; +MUL R2.xyz, R3.z, R2; +RSQ R2.w, R2.w; +RCP R3.z, R2.w; +DP3 R2.x, R3, R2; +MOV R2.w, c[6]; +MUL R2.y, R2.w, c[1].x; +MAX R2.x, R2, c[5].w; +POW R2.w, R2.x, R2.y; +DP3_SAT R2.z, R3, c[6]; +DP3_SAT R2.x, R3, c[8]; +DP3_SAT R2.y, R3, c[7]; +DP3 R2.y, R2, R4; +MUL R1.xyz, R1.w, R1; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R2.x; +MUL R2.xyz, R1, R2.y; +MUL R1.xyz, R1.w, fragment.texcoord[1]; +DP3_SAT R1.w, R1, R3; +MUL R2.xyz, R2, c[5].z; +MUL R1.xyz, R2, c[0]; +MUL R1.xyz, R0.w, R1; +MUL R3.xyz, R1, R2.w; +ADD R1.w, -R1, c[5].y; +POW R0.w, R1.w, c[3].x; +MAD R2.xyz, R0, R2, R3; +MUL R1.xyz, R0.w, c[4]; +MUL R0.xyz, R1, c[4].w; +MAD result.color.xyz, R0, c[2].x, R2; +MOV result.color.w, c[2].x; +END +# 50 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 55 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c6, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r1, t0, s0 +texld r2, t2, s2 +texld r3, t2, s3 +mul_pp r3.xyz, r3.w, r3 +mul_pp r3.xyz, r3, c5.w +mul r4.xyz, r3.y, c7 +mad r4.xyz, r3.x, c8, r4 +mad r4.xyz, r3.z, c6, r4 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r2.xyz, r2.w, r2 +texld r0, r0, s1 +dp3 r0.x, r4, r4 +rsq r0.x, r0.x +mul r4.xyz, r0.x, r4 +mov r0.x, r0.w +mad_pp r6.xy, r0, c5.x, c5.y +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r4 +mul_pp r5.xy, r6, r6 +add_pp_sat r4.x, r5, r5.y +dp3_pp r5.x, r0, r0 +rsq_pp r5.x, r5.x +add_pp r4.x, -r4, c5.z +rsq_pp r4.x, r4.x +rcp_pp r6.z, r4.x +mul_pp r0.xyz, r5.x, r0 +dp3_pp r0.x, r6, r0 +mov_pp r4.x, c1 +mul_pp r4.x, c7.w, r4 +max_pp r0.x, r0, c6.w +pow r5.w, r0.x, r4.x +mov r0.x, r5.w +dp3 r4.x, t1, t1 +rsq r4.x, r4.x +mul r4.xyz, r4.x, t1 +dp3_sat r4.x, r4, r6 +dp3_pp_sat r5.z, r6, c6 +dp3_pp_sat r5.y, r6, c7 +dp3_pp_sat r5.x, r6, c8 +dp3_pp r3.x, r5, r3 +mul_pp r2.xyz, r2, r3.x +add r3.x, -r4, c5.z +pow_pp r4.x, r3.x, c3.x +mul_pp r2.xyz, r2, c5.w +mul_pp r3.xyz, r2, c0 +mul_pp r3.xyz, r1.w, r3 +mul r0.xyz, r3, r0.x +mad_pp r0.xyz, r1, r2, r0 +mul r3.xyz, r4.x, c4 +mul r1.xyz, r3, c4.w +mov_pp r0.w, c2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 50 instructions, 4 temp regs, 0 temp arrays: +// ALU 38 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedobphfgmmlddngdjlkjleogchhcaaebphabaaaaaajmahaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefckmagaaaaeaaaaaaaklabaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaa +agaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa +abaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaa 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+acaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaa +adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaadaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaadaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaacaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 50 instructions, 4 temp regs, 0 temp arrays: +// ALU 38 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddngodeckkeoceifgagkcmdmjgojkcfmbabaaaaaahmalaaaaaeaaaaaa +daaaaaaaamaeaaaamaakaaaaeialaaaaebgpgodjneadaaaaneadaaaaaaacpppp +jeadaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaaf +adaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapkaomafnblo +pdaedfdpdkmnbddpaaaaaaedfbaaaaafafaaapkaolafnblopdaedflpdkmnbddp +aaaaaaaafbaaaaafagaaapkaaaaaaaebdkmnbddpaaaaaaaaolaffbdpbpaaaaac 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+hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaadaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaacaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaa +aaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaab +ejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 44 ALU, 3 TEX +PARAM c[7] = { program.local[0..5], + { 2, 1, 0, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R1.x, fragment.texcoord[4], texture[2], 2D; +MAD R2.xy, R1.wyzw, c[6].x, -c[6].y; +MUL R1.zw, R2.xyxy, R2.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R1.y, fragment.texcoord[1], fragment.texcoord[1]; +ADD R1.z, -R1, c[6].y; +RSQ R1.z, R1.z; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RCP R2.z, R1.z; +RSQ R1.y, R1.y; +MOV R3.xyz, fragment.texcoord[2]; +MAD R3.xyz, fragment.texcoord[1], R1.y, R3; +DP3 R1.y, R3, R3; +RSQ R1.y, R1.y; +MUL R3.xyz, R1.y, R3; +DP3 R1.z, R2, R3; +MOV R1.y, c[6].w; +MUL R3.xyz, R0, c[0]; +MUL R1.y, R1, c[2].x; +MAX R1.z, R1, c[6]; +POW R1.z, R1.z, R1.y; +DP3 R1.y, R2, fragment.texcoord[2]; +MUL R0.w, R0, R1.z; +MAX R1.y, R1, c[6].z; +MUL R1.yzw, R3.xxyz, R1.y; +MOV R3, c[1]; +MUL R3.xyz, R3, c[0]; +MAD R3.xyz, R3, R0.w, R1.yzww; +RSQ R2.w, R2.w; +MUL R1.yzw, R2.w, fragment.texcoord[1].xxyz; +DP3_SAT R1.y, R1.yzww, R2; +ADD R1.y, -R1, c[6]; +POW R1.z, R1.y, c[4].x; +MUL R2.w, R1.x, c[6].x; +MUL R2.xyz, R3, R2.w; +MAD R0.xyz, R0, fragment.texcoord[3], R2; +MUL R1.y, R3.w, c[0].w; +MUL R2.xyz, R1.z, c[5]; +MUL R0.w, R0, R1.y; +MUL R2.xyz, R2, c[5].w; +MAD result.color.xyz, R2, c[3].x, R0; +MAD result.color.w, R1.x, R0, c[3].x; +END +# 44 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"ps_2_0 +; 52 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c6, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c7, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texldp r5, t4, s2 +texld r2, t0, s0 +dp3_pp r1.x, t1, t1 +rsq_pp r1.x, r1.x +mov_pp r4.xyz, t2 +mad_pp r4.xyz, t1, r1.x, r4 +dp3_pp r1.x, r4, r4 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r4 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r6.xyz, r2, c0 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r3.xy, r0, c6.x, c6.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c6.z +rsq_pp r0.x, r0.x +rcp_pp r3.z, r0.x +dp3_pp r1.x, r3, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c7, r0 +max_pp r1.x, r1, c6.w +pow r4.w, r1.x, r0.x +mov r0.x, r4.w +dp3 r1.x, t1, t1 +rsq r4.x, r1.x +mul r4.xyz, r4.x, t1 +dp3_sat r4.x, r4, r3 +mov_pp r0.w, c0 +mul r0.x, r2.w, r0 +mul_pp r1.x, c1.w, r0.w +mul r1.x, r0, r1 +mad r0.w, r5.x, r1.x, c3.x +add r1.x, -r4, c6.z +pow_pp r4.x, r1.x, c4.x +dp3_pp r3.x, r3, t2 +max_pp r1.x, r3, c6.w +mov_pp r3.xyz, c0 +mul_pp r1.xyz, r6, r1.x +mul_pp r3.xyz, c1, r3 +mad r3.xyz, r3, r0.x, r1 +mul_pp r1.x, r5, c6 +mov_pp r0.x, r4.x +mul r1.xyz, r3, r1.x +mul r0.xyz, r0.x, c5 +mad_pp r1.xyz, r2, t3, r1 +mul r0.xyz, r0, c5.w +mad_pp r0.xyz, r0, c3.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 32 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcidcdfmjpdmeojkkoebcjgedoakpkmgkabaaaaaalaagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcjaafaaaa +eaaaaaaageabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad +lcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaaacaaaaaa +agaabaaaaaaaaaaaagbjbaaaadaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaa +jgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap +dcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaadaaaaaa +diaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaa +baaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegbcbaaaadaaaaaabacaaaah +bcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaaaaaaaaaibcaabaaa +abaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaa +ckiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaa +deaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaah +hcaabaaaadaaaaaaegacbaaaadaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaah +dcaabaaaacaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaa +acaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaabaaaaaaakaabaaaacaaaaaaakaabaaaacaaaaaadcaaaaakiccabaaa +aaaaaaaadkaabaaaaaaaaaaaakaabaaaacaaaaaabkiacaaaaaaaaaaaahaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaa +adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa +ahaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 32 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddagkmpkpaaheagfkhahbaebpkfpgccjoabaaaaaagaakaaaaaeaaaaaa +daaaaaaanmadaaaaheajaaaacmakaaaaebgpgodjkeadaaaakeadaaaaaaacpppp +fmadaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaacaaacaaaaaaaaaa +aaacppppfbaaaaafaeaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +afaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia +adaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaabiaaaaappiaabaaaaacabaaahiaabaaoelaaeaaaaae +abaachiaabaaoeiaaaaaaaiaacaaoelaafaaaaadaaaaahiaaaaaaaiaabaaoela 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+aaaaaaahicaabaaaabaaaaaaakaabaaaacaaaaaaakaabaaaacaaaaaadcaaaaak +iccabaaaaaaaaaaadkaabaaaaaaaaaaaakaabaaaacaaaaaabkiacaaaaaaaaaaa +ahaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaa +egacbaaaadaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaa +aaaaaaaaahaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TXP R2.x, fragment.texcoord[3], texture[2], 2D; +TEX R0, fragment.texcoord[2], texture[3], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R2.yz, R2.xwyw, c[3].y, -c[3].z; +MUL R3.xy, R2.yzzw, R2.yzzw; +ADD_SAT R1.w, R3.x, R3.y; +ADD R2.w, -R1, c[3].z; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +RSQ R2.w, R2.w; +MUL R3.xyz, R1.w, fragment.texcoord[1]; +RCP R2.w, R2.w; +DP3_SAT R1.w, R3, R2.yzww; +MUL R3.xyz, R0, R2.x; +ADD R1.w, -R1, c[3].z; +POW R1.w, R1.w, c[1].x; +MUL R2.yzw, R1.w, c[2].xxyz; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, c[3].x; +MUL R3.xyz, R3, c[3].y; +MIN R3.xyz, R0, R3; +MUL R0.xyz, R0, R2.x; +MUL R2.yzw, R2, c[2].w; +MUL R2.xyz, R2.yzww, c[0].x; +MAX R0.xyz, R3, R0; +MAD result.color.xyz, R1, R0, R2; +MOV result.color.w, c[0].x; +END +# 28 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"ps_2_0 +; 31 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 8.00000000, 2.00000000, -1.00000000, 1.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r3, t0, s0 +texld r2, t2, s3 +texldp r4, t3, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c3.y, c3.z +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.w +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r5.z, r1.x +dp3_sat r0.x, r0, r5 +add r0.x, -r0, c3.w +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul_pp r1.xyz, r2, r4.x +mul_pp r2.xyz, r2.w, r2 +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r2.xyz, r2, c3.x +mul_pp r1.xyz, r1, c3.y +min_pp r1.xyz, r2, r1 +mul_pp r2.xyz, r2, r4.x +max_pp r1.xyz, r1, r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 31 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeipdlccdencohgmbjnnhghmgcpfphhcjabaaaaaafmafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfeaeaaaaeaaaaaaabfabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +acaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaafgifcaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +aeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaa +abaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaa +aaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaa +aaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaa +diaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaah +hcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 31 instructions, 3 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpmplabpddappanndipmmplcifkgappldabaaaaaacaaiaaaaaeaaaaaa +daaaaaaapaacaaaaemahaaaaomahaaaaebgpgodjliacaaaaliacaaaaaaacpppp +hiacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaacaaaaaa +aaababaaabacacaaadadadaaaaaaahaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafadaaapkaaaaaaaeb +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaadaapplaafaaaaadabaaadiaaaaakkiaadaaoela +ecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpiaabaaoeiaaaaioeka +ecaaaaadacaacpiaacaaoelaadaioekaecaaaaadadaacpiaaaaaoelaabaioeka +aeaaaaaeaeaacbiaaaaappiaacaaaakaacaaffkaaeaaaaaeaeaacciaaaaaffia +acaaaakaacaaffkafkaaaaaeadaadiiaaeaaoeiaaeaaoeiaacaakkkaacaaaaad +adaaciiaadaappibacaappkaahaaaaacadaaciiaadaappiaagaaaaacaeaaceia +adaappiaceaaaaacaaaaahiaabaaoelaaiaaaaadadaabiiaaaaaoeiaaeaaoeia +acaaaaadadaaciiaadaappibacaappkacaaaaaadaaaaabiaadaappiaaaaakkka +afaaaaadaaaaahiaaaaaaaiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappka +afaaaaadaaaachiaaaaaoeiaaaaaffkaacaaaaadaaaaciiaabaaaaiaabaaaaia +afaaaaadabaacoiaacaabliaaaaappiaafaaaaadaaaaciiaacaappiaadaaaaka +afaaaaadacaachiaacaaoeiaaaaappiaakaaaaadaeaachiaabaabliaacaaoeia +afaaaaadabaachiaabaaaaiaacaaoeiaalaaaaadacaachiaaeaaoeiaabaaoeia +aeaaaaaeaaaachiaadaaoeiaacaaoeiaaaaaoeiaabaaaaacaaaaciiaaaaaffka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfeaeaaaaeaaaaaaabfabaaaa +fjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaa +adaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaa +hgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +abaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaahaaaaaa +aoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaa +fgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaa +abaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaa +egacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaahaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 56 ALU, 5 TEX +PARAM c[9] = { program.local[0..4], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R3, fragment.texcoord[2], texture[4], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R1, fragment.texcoord[2], texture[3], 2D; +TXP R4.x, fragment.texcoord[3], texture[2], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[5].z; +MUL R4.yzw, R3.y, c[7].xxyz; +MAD R4.yzw, R3.x, c[8].xxyz, R4; +MAD R4.yzw, R3.z, c[6].xxyz, R4; +DP3 R2.x, R4.yzww, R4.yzww; +RSQ R2.x, R2.x; +MUL R4.yzw, R2.x, R4; +MAD R2.xy, R2.wyzw, c[5].x, -c[5].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.w, R3.w; +MAD R4.yzw, fragment.texcoord[1].xxyz, R3.w, R4; +ADD_SAT R2.w, R2.z, R2; +DP3 R2.z, R4.yzww, R4.yzww; +ADD R3.w, -R2, c[5].y; +RSQ R2.w, R2.z; +RSQ R2.z, R3.w; +MUL R4.yzw, R2.w, R4; +RCP R2.z, R2.z; +DP3 R2.w, R2, R4.yzww; +DP3_SAT R4.w, R2, c[6]; +DP3_SAT R4.y, R2, c[8]; +DP3_SAT R4.z, R2, c[7]; +DP3 R3.w, R4.yzww, R3; +MUL R3.xyz, R1.w, R1; +MUL R1.xyz, R1, R4.x; +MUL R3.xyz, R3, R3.w; +MAX R1.w, R2, c[5]; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R3.xyz, R3, c[5].z; +MUL R4.yzw, R1.xxyz, c[5].x; +MUL R1.xyz, R3, R4.x; +MIN R4.xyz, R3, R4.yzww; +MAX R1.xyz, R4, R1; +MOV R4.x, c[6].w; +RSQ R3.w, R2.w; +MUL R2.w, R4.x, c[1].x; +POW R1.w, R1.w, R2.w; +MUL R4.xyz, R3.w, fragment.texcoord[1]; +DP3_SAT R2.w, R4, R2; +MUL R2.xyz, R3, c[0]; +MUL R2.xyz, R0.w, R2; +MUL R3.xyz, R2, R1.w; +ADD R2.w, -R2, c[5].y; +POW R0.w, R2.w, c[3].x; +MAD R0.xyz, R0, R1, R3; +MUL R2.xyz, R0.w, c[4]; +MUL R1.xyz, R2, c[4].w; +MAD result.color.xyz, R1, c[2].x, R0; +MOV result.color.w, c[2].x; +END +# 56 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 61 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c6, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texldp r2, t3, s2 +texld r1, t0, s0 +texld r3, t2, s3 +texld r4, t2, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c5.w +mul r5.xyz, r4.y, c7 +mad r5.xyz, r4.x, c8, r5 +mad r5.xyz, r4.z, c6, r5 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +dp3 r0.x, r5, r5 +rsq r0.x, r0.x +mul r5.xyz, r0.x, r5 +mov r0.x, r0.w +mad_pp r7.xy, r0, c5.x, c5.y +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r5 +mul_pp r6.xy, r7, r7 +add_pp_sat r5.x, r6, r6.y +dp3_pp r6.x, r0, r0 +rsq_pp r6.x, r6.x +add_pp r5.x, -r5, c5.z +rsq_pp r5.x, r5.x +rcp_pp r7.z, r5.x +mul_pp r0.xyz, r6.x, r0 +dp3_pp r0.x, r7, r0 +dp3_pp_sat r5.z, r7, c6 +dp3_pp_sat r5.x, r7, c8 +dp3_pp_sat r5.y, r7, c7 +dp3_pp r4.x, r5, r4 +mul_pp r5.xyz, r3.w, r3 +mul_pp r4.xyz, r5, r4.x +mul_pp r3.xyz, r3, r2.x +mul_pp r4.xyz, r4, c5.w +mul_pp r3.xyz, r3, c5.x +mov_pp r5.x, c1 +min_pp r3.xyz, r4, r3 +mul_pp r2.xyz, r4, r2.x +max_pp r2.xyz, r3, r2 +dp3 r3.x, t1, t1 +rsq r3.x, r3.x +mul r3.xyz, r3.x, t1 +max_pp r0.x, r0, c6.w +mul_pp r5.x, c7.w, r5 +pow r6.x, r0.x, r5.x +dp3_sat r0.x, r3, r7 +add r0.x, -r0, c5.z +pow_pp r5.x, r0.x, c3.x +mul_pp r0.xyz, r4, c0 +mov r3.x, r6.x +mul_pp r0.xyz, r1.w, r0 +mul r0.xyz, r0, r3.x +mov_pp r4.x, r5.x +mad_pp r0.xyz, r1, r2, r0 +mul r3.xyz, r4.x, c4 +mul r1.xyz, r3, c4.w +mov_pp r0.w, c2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 57 instructions, 5 temp regs, 0 temp arrays: +// ALU 44 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfpdggicmmgjjfbmgpoilemikakobheknabaaaaaakiaiaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefckaahaaaaeaaaaaaaoiabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae 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"DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 144 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 57 instructions, 5 temp regs, 0 temp arrays: +// ALU 44 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedccmnmhmmodfeooaoalioapdjacimikjeabaaaaaacmanaaaaaeaaaaaa +daaaaaaalaaeaaaafiamaaaapiamaaaaebgpgodjhiaeaaaahiaeaaaaaaacpppp +ciaeaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaacaaaaaa +aaababaaabacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaahaa 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+diaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaadkaabaaaabaaaaaabjaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaaeaaaaaafgifcaaaaaaaaaaaahaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 26 to 35 +// d3d9 - ALU: 29 to 38 +// d3d11 - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 37 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedccfkfopdfpaobpeododkohcedchnnokcabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa 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+aeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_21; + atten_21 = texture2D (_LightTexture0, vec2(tmpvar_20)).w; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_21; + atten_21 = texture2D (_LightTexture0, vec2(tmpvar_20)).w; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedglfmblgekmphjihfmafddmepplhjlfkdabaaaaaahiakaaaaaeaaaaaa +daaaaaaaiaadaaaabaajaaaaniajaaaaebgpgodjeiadaaaaeiadaaaaaaacpopp +niacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaacaaafaaaaaaaaaaabaaaeaaabaaahaaaaaaaaaa +acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaaeaaaaaeaaaaamoaadaaeejaagaaeeka 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+fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa +egiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 433 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 437 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 406 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 410 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 441 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 445 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 449 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + #line 453 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [_MainTex_ST] +Vector 13 [_BumpMap_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[14] = { { 1 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[10]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[7]; +DP4 R3.y, R0, c[6]; +DP4 R3.x, R0, c[5]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[13].xyxy, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[12], c[12].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 26 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +Vector 12 [_BumpMap_ST] +"vs_2_0 +; 29 ALU +def c13, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c13.x +mov r0.xyz, c8 +dp4 r1.z, r0, c6 +dp4 r1.y, r0, c5 +dp4 r1.x, r0, c4 +mad r3.xyz, r1, c10.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c6 +dp4 r4.z, c9, r0 +mov r0, c5 +mov r1, c4 +dp4 r4.y, c9, r0 +dp4 r4.x, c9, r1 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +mad oT0.zw, v3.xyxy, c12.xyxy, c12 +mad oT0.xy, v3, c11, c11.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedilmfnpikeflakedanncpadbknlhigcmiabaaaaaakeafaaaaadaaaaaa 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+ +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * 2.0); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_24)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedjpofmdlndpbdaoofdgcolcjdbclelkafabaaaaaaeaaiaaaaaeaaaaaa +daaaaaaamiacaaaapaagaaaaliahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +adaaaaaaaeaaafaaaaaaaaaaadaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoeka +abaaookaaeaaaaaeaaaaamoaadaaeejaacaaeekaacaaoekaabaaaaacaaaaapia +aeaaoekaafaaaaadabaaahiaaaaaffiaakaaoekaaeaaaaaeabaaahiaajaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiaalaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiaamaaoekaaaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeia 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + #line 422 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 426 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 430 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 439 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 443 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 447 + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 35 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].w, R0, c[16]; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 35 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 38 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.w, r0, c15 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpcdamidoddoccgdgmmpngiplnmipkbeiabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa 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+pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaakaaaaaa +kgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaa +aaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +pgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa 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+aaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaafgafbaaaaaaaaaaaegiocaaa +aaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaadaaaaaa +agaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaa +aaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpccabaaa +aeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaobaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp vec2 P_20; + P_20 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_21; + tmpvar_21 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_22; + atten_22 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_20).w) * texture2D (_LightTextureB0, vec2(tmpvar_21)).w); + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_7); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (atten_22 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * atten_22)); + c_23.w = tmpvar_30; + c_1.xyz = c_23.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp vec2 P_20; + P_20 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_21; + tmpvar_21 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_22; + atten_22 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_20).w) * texture2D (_LightTextureB0, vec2(tmpvar_21)).w); + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_7); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (atten_22 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * atten_22)); + c_23.w = tmpvar_30; + c_1.xyz = c_23.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpmfjemkficildkgcfaicadpplelkgmedabaaaaaahiakaaaaaeaaaaaa +daaaaaaaiaadaaaabaajaaaaniajaaaaebgpgodjeiadaaaaeiadaaaaaaacpopp +niacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaacaaafaaaaaaaaaaabaaaeaaabaaahaaaaaaaaaa +acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaaeaaaaaeaaaaamoaadaaeejaagaaeeka +agaaoekaabaaaaacaaaaapiaaiaaoekaafaaaaadabaaahiaaaaaffiabcaaoeka +aeaaaaaeabaaahiabbaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaappiaaaaaoeiaaeaaaaae 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+abaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaa +aaaaaaaaegaobaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 399 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 397 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 430 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 432 +v2f_surf vert_surf( in appdata_full v ) { + #line 434 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 438 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 442 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + #line 446 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 399 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 397 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 430 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 407 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 411 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 415 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 419 + o.Alpha = _Opacity; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 454 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 458 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + #line 462 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 37 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedccfkfopdfpaobpeododkohcedchnnokcabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+aaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +aaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_21; + atten_21 = (texture2D (_LightTextureB0, vec2(tmpvar_20)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_21; + atten_21 = (texture2D (_LightTextureB0, vec2(tmpvar_20)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB 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+aaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 422 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 424 +v2f_surf vert_surf( in appdata_full v ) { + #line 426 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 430 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 434 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 438 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 422 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 399 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 403 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 407 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 411 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 442 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 446 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 450 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + #line 454 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 32 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.y, R0, c[10]; +DP4 R3.x, R0, c[9]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 32 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedekokaocinpphacablapoaibkilcpahegabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaakaaaaaa +kgiocaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaa +aaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +pgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +dcaabaaaabaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaak +dcaabaaaaaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaa +abaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegaabaaaaaaaaaaadcaaaaakdccabaaaaeaaaaaaegiacaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_19; + atten_19 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_7); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19)); + c_20.w = tmpvar_27; + c_1.xyz = c_20.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_19; + atten_19 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_5, lightDir_2)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_5, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_7); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19)); + c_20.w = tmpvar_27; + c_1.xyz = c_20.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +Vector 160 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 433 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + #line 437 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 412 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 406 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 410 + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 441 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 445 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 449 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + #line 453 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 30 to 41, TEX: 2 to 4 +// d3d9 - ALU: 35 to 47, TEX: 2 to 4 +// d3d11 - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 35 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R1.z; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +MOV result.color.w, c[4].x; +TEX R2.w, R1.x, texture[2], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MAD R3.xyz, R1.w, fragment.texcoord[2], R2; +DP3 R1.w, R3, R3; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +RSQ R3.w, R1.w; +DP3 R1.w, R1, R2; +MUL R2.xyz, R3.w, R3; +DP3 R1.x, R1, R2; +MOV R3.x, c[4].w; +MUL R1.y, R3.x, c[2].x; +MAX R1.x, R1, c[4]; +POW R1.x, R1.x, R1.y; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MUL R1.xyz, R1, R1.w; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R2, c[4].y; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +END +# 35 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 40 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r1.xy, r0.x +mul_pp r2.xyz, r2, c0 +mov r0.y, t0.w +mov r0.x, t0.z +texld r6, r1, s2 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +max_pp r1.x, r1, c3.w +mul_pp r3.xyz, r2, r1.x +mov r0.x, r5.x +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r2.xyz, c1, r2 +mul_pp r1.x, r6, c3 +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedobboebecdeoegjbepofijbdgebnbhnooabaaaaaaiiafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefciaaeaaaaeaaaaaaacaabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaacaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa +ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa +jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +pgapbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjlabmbbcnamoodbmbbdokpcdecncbiflabaaaaaahmaiaaaaaeaaaaaa +daaaaaaacaadaaaakiahaaaaeiaiaaaaebgpgodjoiacaaaaoiacaaaaaaacpppp +kaacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +aeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia +adaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkaaiaaaaadaaaaciiaacaaoelaacaaoelaahaaaaacaaaacbia +aaaappiaceaaaaacabaachiaabaaoelaaeaaaaaeaaaachiaacaaoelaaaaaaaia +abaaoeiaceaaaaacacaachiaaaaaoeiaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaaiaaaaadabaaaiiaadaaoelaadaaoelaabaaaaacadaaadia +abaappiaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadaeaacpiaaaaaoela +abaioekaecaaaaadadaacpiaadaaoeiaaaaioekaaeaaaaaeafaacbiaaaaappia +adaaaakaadaaffkaaeaaaaaeafaacciaaaaaffiaadaaaakaadaaffkafkaaaaae +abaadiiaafaaoeiaafaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka +ahaaaaacabaaciiaabaappiaagaaaaacafaaceiaabaappiaaiaaaaadabaaciia +afaaoeiaacaaoeiaaiaaaaadaaaacbiaafaaoeiaabaaoeiaalaaaaadabaacbia +aaaaaaiaadaakkkaalaaaaadaaaaabiaabaappiaadaakkkaabaaaaacacaaabia +acaaaakaafaaaaadaaaaaciaacaaaaiaaeaaaakacaaaaaadabaaaciaaaaaaaia +aaaaffiaafaaaaadaeaaaiiaaeaappiaabaaffiaafaaaaadaaaachiaaeaaoeia +aaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaadabaaaoiaacaabliaabaablka +afaaaaadabaaaoiaaeaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaabaaaaia +abaabliaacaaaaadaaaaaiiaadaaaaiaadaaaaiaafaaaaadaaaachiaaaaappia +aaaaoeiaabaaaaacaaaaciiaadaakkkaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefciaaeaaaaeaaaaaaacaabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaacaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa +ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa +jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +pgapbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 30 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +MOV R2.xyz, fragment.texcoord[1]; +RSQ R2.w, R2.w; +MAD R2.xyz, R2.w, fragment.texcoord[2], R2; +DP3 R1.w, R2, R2; +RSQ R1.w, R1.w; +MUL R2.xyz, R1.w, R2; +DP3 R2.x, R1, R2; +MOV R1.w, c[4]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[4].x; +POW R1.w, R1.w, R2.y; +MUL R0.w, R1, R0; +DP3 R1.w, R1, fragment.texcoord[1]; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R0.xyz, R0, c[0]; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, c[4].y; +MOV result.color.w, c[4].x; +END +# 30 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"ps_2_0 +; 35 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3_pp r1.x, t2, t2 +rsq_pp r1.x, r1.x +mov_pp r3.xyz, t1 +mad_pp r3.xyz, r1.x, t2, r3 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +dp3_pp r0.x, r3, r3 +rsq_pp r1.x, r1.x +rcp_pp r4.z, r1.x +rsq_pp r0.x, r0.x +mul_pp r1.xyz, r0.x, r3 +dp3_pp r1.x, r4, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mul_pp r3.xyz, r2, c0 +dp3_pp r1.x, r4, t1 +max_pp r1.x, r1, c3.w +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r1.xyz, r3, r1.x +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r1 +mul r0.xyz, r0, c3.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 52 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedokdcefmnhbllipngdpkalfbknmjkhpoiabaaaaaakaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaadaaaaeaaaaaaaomaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaak +dcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaa +aaaaaaaaigadbaaaaaaaaaaaaaaaaaahhccabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 52 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbngfidfkjloidbadllidibeakpnddapiabaaaaaadaahaaaaaeaaaaaa +daaaaaaalmacaaaaheagaaaapmagaaaaebgpgodjieacaaaaieacaaaaaaacpppp +emacaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaabaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaea +aaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapkaaaaaaaedaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaac +aaaaaaiaacaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +aiaaaaadaaaaciiaacaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaabaaaaac +abaaahiaacaaoelaaeaaaaaeaaaachiaabaaoeiaaaaaaaiaabaaoelaceaaaaac +abaachiaaaaaoeiaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaappla +ecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpiaaaaaoelaaaaioeka +aeaaaaaeadaacbiaaaaappiaadaaaakaadaaffkaaeaaaaaeadaacciaaaaaffia +adaaaakaadaaffkafkaaaaaeabaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaad +abaaciiaabaappibadaappkaahaaaaacabaaciiaabaappiaagaaaaacadaaceia +abaappiaaiaaaaadadaaciiaadaaoeiaabaaoeiaaiaaaaadaaaacbiaadaaoeia +abaaoelaalaaaaadabaacbiaaaaaaaiaadaakkkaalaaaaadaaaaabiaadaappia +adaakkkaabaaaaacadaaabiaacaaaakaafaaaaadaaaaaciaadaaaaiaaeaaaaka +caaaaaadabaaaciaaaaaaaiaaaaaffiaafaaaaadacaaaiiaacaappiaabaaffia +afaaaaadaaaachiaacaaoeiaaaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaad +abaaaoiaacaabliaabaablkaafaaaaadabaaaoiaacaappiaabaaoeiaaeaaaaae +aaaaahiaaaaaoeiaabaaaaiaabaabliaacaaaaadaaaachiaaaaaoeiaaaaaoeia +abaaaaacaaaaciiaadaakkkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laadaaaaeaaaaaaaomaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaa +egbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +baaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaa +aaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaa +aaaaaaahhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 41 ALU, 4 TEX +PARAM c[6] = { program.local[0..3], + { 0, 2, 1, 128 }, + { 0.5 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2, fragment.texcoord[0], texture[0], 2D; +DP3 R0.z, fragment.texcoord[3], fragment.texcoord[3]; +RCP R0.x, fragment.texcoord[3].w; +MAD R0.xy, fragment.texcoord[3], R0.x, c[5].x; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MOV result.color.w, c[4].x; +TEX R0.w, R0, texture[2], 2D; +TEX R1.w, R0.z, texture[3], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.z, R0.x; +MUL R0.xy, R3, R3; +ADD_SAT R0.x, R0, R0.y; +ADD R3.z, -R0.x, c[4]; +DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.z, R3.z; +MUL R1.xyz, R0.z, fragment.texcoord[1]; +RSQ R0.x, R0.y; +MAD R0.xyz, R0.x, fragment.texcoord[2], R1; +DP3 R3.w, R0, R0; +RCP R3.z, R3.z; +DP3 R1.x, R3, R1; +RSQ R3.w, R3.w; +MUL R0.xyz, R3.w, R0; +DP3 R0.x, R3, R0; +MOV R1.y, c[4].w; +MUL R0.y, R1, c[2].x; +MAX R0.x, R0, c[4]; +POW R0.x, R0.x, R0.y; +MUL R2.w, R0.x, R2; +MUL R0.xyz, R2, c[0]; +MAX R1.x, R1, c[4]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +SLT R2.x, c[4], fragment.texcoord[3].z; +MUL R0.w, R2.x, R0; +MUL R0.w, R0, R1; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].y; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"ps_2_0 +; 47 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0.50000000, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3 +rcp r2.x, t3.w +mad r3.xy, t3, r2.x, c4.y +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +dp3 r0.x, t3, t3 +mov r2.xy, r0.x +texld r6, r2, s3 +texld r1, r1, s1 +texld r2, t0, s0 +texld r0, r3, s2 +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +mov r0.x, r5.x +mul r0.x, r0, r2.w +mov_pp r3.xyz, c0 +max_pp r1.x, r1, c3.w +mul_pp r2.xyz, r2, c0 +mul_pp r2.xyz, r2, r1.x +cmp r1.x, -t3.z, c3.w, c3.z +mul_pp r1.x, r1, r0.w +mul_pp r1.x, r1, r6 +mul_pp r3.xyz, c1, r3 +mul_pp r1.x, r1, c3 +mad r0.xyz, r3, r0.x, r2 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 40 instructions, 3 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecednkdcbaeffoldmfjmjiimmebaodekgbkbabaaaaaagaagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfiafaaaaeaaaaaaafgabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaa +fgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaaegbcbaaa +adaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +adaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +acaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaajgahbaaa +aaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaa +agaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaadbaaaaah +icaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaa +aeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaa +eghobaaaadaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa +aaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 40 instructions, 3 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbokbknonmighfinkmnkkaoefmjlclcdkabaaaaaaliajaaaaaeaaaaaa +daaaaaaaieadaaaaoeaiaaaaieajaaaaebgpgodjemadaaaaemadaaaaaaacpppp +aaadaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaacaaaaaa +adababaaaaacacaaabadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +fbaaaaafaeaaapkaaaaaaadpaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaciia +acaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaceaaaaacabaachiaabaaoela +aeaaaaaeaaaachiaacaaoelaaaaaaaiaabaaoeiaceaaaaacacaachiaaaaaoeia +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacabaaaiia +adaapplaaeaaaaaeadaaadiaadaaoelaabaappiaaeaaaakaaiaaaaadabaaaiia +adaaoelaadaaoelaabaaaaacaeaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia +adaioekaecaaaaadafaacpiaaaaaoelaacaioekaecaaaaadadaacpiaadaaoeia +aaaioekaecaaaaadaeaacpiaaeaaoeiaabaioekaaeaaaaaeadaacbiaaaaappia +adaaaakaadaaffkaaeaaaaaeadaacciaaaaaffiaadaaaakaadaaffkafkaaaaae +abaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka +ahaaaaacabaaciiaabaappiaagaaaaacadaaceiaabaappiaaiaaaaadabaaciia +adaaoeiaacaaoeiaaiaaaaadaaaacbiaadaaoeiaabaaoeiaalaaaaadabaacbia +aaaaaaiaadaakkkaalaaaaadaaaaabiaabaappiaadaakkkaabaaaaacaaaaacia +aeaaffkaafaaaaadaaaaaciaaaaaffiaacaaaakacaaaaaadabaaaciaaaaaaaia +aaaaffiaafaaaaadafaaaiiaafaappiaabaaffiaafaaaaadaaaachiaafaaoeia +aaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaadabaaaoiaacaabliaabaablka +afaaaaadabaaaoiaafaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaabaaaaia +abaabliaafaaaaadaaaaciiaadaappiaaeaaaaiafiaaaaaeaaaaciiaadaakklb +adaakkkaaaaappiaacaaaaadaaaaaiiaaaaappiaaaaappiaafaaaaadaaaachia +aaaappiaaaaaoeiaabaaaaacaaaaaiiaadaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcfiafaaaaeaaaaaaafgabaaaafjaaaaaeegiocaaaaaaaaaaa +aiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaadaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa +ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa +jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaa +egaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa +dbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaa +aaaaaaaadkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaa +abaaaaaaeghobaaaadaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaa +pgapbaaaaaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 37 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[3], texture[3], CUBE; +DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MOV result.color.w, c[4].x; +TEX R0.w, R0.x, texture[2], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.z, R0.x; +MUL R0.xy, R3, R3; +ADD_SAT R0.x, R0, R0.y; +ADD R3.z, -R0.x, c[4]; +DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.z, R3.z; +MUL R0.w, R0, R1; +MUL R1.xyz, R0.z, fragment.texcoord[1]; +RSQ R0.x, R0.y; +MAD R0.xyz, R0.x, fragment.texcoord[2], R1; +DP3 R3.w, R0, R0; +RCP R3.z, R3.z; +DP3 R1.x, R3, R1; +RSQ R3.w, R3.w; +MUL R0.xyz, R3.w, R0; +DP3 R0.x, R3, R0; +MOV R1.y, c[4].w; +MUL R0.y, R1, c[2].x; +MAX R0.x, R0, c[4]; +POW R0.x, R0.x, R0.y; +MUL R2.w, R0.x, R2; +MUL R0.xyz, R2, c[0]; +MAX R1.x, R1, c[4]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].y; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 37 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"ps_2_0 +; 42 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_cube s3 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mov r1.y, t0.w +mov r1.x, t0.z +mul_pp r2.xyz, r2, c0 +texld r6, r0, s2 +texld r1, r1, s1 +texld r0, t3, s3 +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +max_pp r1.x, r1, c3.w +mov r0.x, r5.x +mul r0.x, r0, r2.w +mov_pp r3.xyz, c0 +mul_pp r2.xyz, r2, r1.x +mul r1.x, r6, r0.w +mul_pp r3.xyz, c1, r3 +mul_pp r1.x, r1, c3 +mad r0.xyz, r3, r0.x, r2 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedncdioebnoondeekcfcckgcmenfbbdfjfabaaaaaamiafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcmaaeaaaaeaaaaaaadaabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fidaaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaa +fgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaaegbcbaaa +adaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +adaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +acaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaajgahbaaa +aaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaa +agaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaapgapbaaa +aaaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +egbcbaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaagaabaaaabaaaaaapgapbaaaacaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednnfbencmdbcbmhnjkkaoakbmgakiagejabaaaaaaomaiaaaaaeaaaaaa +daaaaaaafaadaaaabiaiaaaaliaiaaaaebgpgodjbiadaaaabiadaaaaaaacpppp +mmacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaadaaaaaa +acababaaaaacacaaabadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +fbaaaaafaeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajiaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaciia +acaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaceaaaaacabaachiaabaaoela +aeaaaaaeaaaachiaacaaoelaaaaaaaiaabaaoeiaceaaaaacacaachiaaaaaoeia +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaaiaaaaadabaaaiia +adaaoelaadaaoelaabaaaaacadaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia +adaioekaecaaaaadaeaacpiaaaaaoelaacaioekaecaaaaadadaaapiaadaaoeia +abaioekaecaaaaadafaaapiaadaaoelaaaaioekaaeaaaaaeafaacbiaaaaappia +adaaaakaadaaffkaaeaaaaaeafaacciaaaaaffiaadaaaakaadaaffkafkaaaaae +abaadiiaafaaoeiaafaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka +ahaaaaacabaaciiaabaappiaagaaaaacafaaceiaabaappiaaiaaaaadabaaciia +afaaoeiaacaaoeiaaiaaaaadaaaacbiaafaaoeiaabaaoeiaalaaaaadabaacbia +aaaaaaiaadaakkkaalaaaaadaaaaabiaabaappiaadaakkkaabaaaaacacaaabia +acaaaakaafaaaaadaaaaaciaacaaaaiaaeaaaakacaaaaaadabaaaciaaaaaaaia +aaaaffiaafaaaaadaeaaaiiaaeaappiaabaaffiaafaaaaadaaaachiaaeaaoeia +aaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaadabaaaoiaacaabliaabaablka +afaaaaadabaaaoiaaeaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaabaaaaia +abaabliaafaaaaadaaaaciiaadaaaaiaafaappiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaciiaadaakkka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcmaaeaaaaeaaaaaaadaabaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafidaaaaeaahabaaaadaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaa +dcaaaaajhcaabaaaabaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaadaaaaaadcaaaaapdcaabaaaacaaaaaa +hgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaa +acaaaaaaegaabaaaacaaaaaaddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaah +bcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaa +aaaaaaaaegacbaaaacaaaaaajgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaa +egaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaaeaaaaaaeghobaaaadaaaaaa +aagabaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaagaabaaaabaaaaaapgapbaaa +acaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.w, fragment.texcoord[3], texture[2], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R3.x, fragment.texcoord[2], fragment.texcoord[2]; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +MOV R2.xyz, fragment.texcoord[1]; +RSQ R3.x, R3.x; +MAD R2.xyz, R3.x, fragment.texcoord[2], R2; +DP3 R1.w, R2, R2; +RSQ R1.w, R1.w; +MUL R2.xyz, R1.w, R2; +DP3 R2.x, R1, R2; +MOV R1.w, c[4]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[4].x; +POW R1.w, R1.w, R2.y; +MUL R0.w, R1, R0; +DP3 R1.w, R1, fragment.texcoord[1]; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MUL R1.xyz, R1, R1.w; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R2, c[4].y; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +MOV result.color.w, c[4].x; +END +# 32 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 38 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xy +texld r2, t0, s0 +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +mul_pp r2.xyz, r2, c0 +mov_pp r4.xyz, t1 +texld r1, r1, s1 +texld r0, t3, s2 +dp3_pp r1.x, t2, t2 +rsq_pp r1.x, r1.x +mad_pp r4.xyz, r1.x, t2, r4 +dp3_pp r1.x, r4, r4 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r3.xy, r0, c3.x, c3.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r3.z, r0.x +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r4 +dp3_pp r1.x, r3, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r4.x, r1.x, r0.x +dp3_pp r1.x, r3, t1 +max_pp r1.x, r1, c3.w +mul_pp r3.xyz, r2, r1.x +mov r0.x, r4.x +mul r0.x, r0, r2.w +mul_pp r1.x, r0.w, c3 +mov_pp r2.xyz, c0 +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmmkndjfmaoljecgfefcfhdamgopfcbplabaaaaaacaafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcbiaeaaaaeaaaaaaaagabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaaddcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaak +dcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaa +aaaaaaaaigadbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddlfeckchipmpoemikhafomekaclcmgfnabaaaaaapiahaaaaaeaaaaaa +daaaaaaaaeadaaaaceahaaaameahaaaaebgpgodjmmacaaaammacaaaaaaacpppp +ieacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +aeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia 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+aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaa +deaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +ecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaa +aaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaa +fgafbaaaaaaaaaaaigadbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 21 to 21 +// d3d9 - ALU: 22 to 22 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +Vector 10 [_BumpMap_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[3].xyz, R0, c[9].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +Vector 9 [_BumpMap_ST] +"vs_2_0 +; 22 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT2.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT3.xyz, r0, c8.w +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddofdaliokfballcidnldemeeghikookjabaaaaaajiafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcpmadaaaaeaaaabaa +ppaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + lowp vec3 tmpvar_8; + tmpvar_8 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); + normal_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + tmpvar_5 = tmpvar_10; + tmpvar_4 = normal_7; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD1, tmpvar_4); + worldN_2.x = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = dot (xlv_TEXCOORD2, tmpvar_4); + worldN_2.y = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD3, tmpvar_4); + worldN_2.z = tmpvar_14; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp vec3 normal_7; + lowp vec3 normal_8; + normal_8.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0).wy * 2.0) - 1.0); + normal_8.z = sqrt((1.0 - clamp (dot (normal_8.xy, normal_8.xy), 0.0, 1.0))); + normal_7 = normal_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (dot (normalize(tmpvar_3), normal_7), 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + tmpvar_5 = tmpvar_10; + tmpvar_4 = normal_7; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD1, tmpvar_4); + worldN_2.x = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = dot (xlv_TEXCOORD2, tmpvar_4); + worldN_2.y = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD3, tmpvar_4); + worldN_2.z = tmpvar_14; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedklopoeegfccblenojjggckhogjkcdgdkabaaaaaacaaiaaaaaeaaaaaa +daaaaaaaleacaaaaliagaaaaiaahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +ceacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaadaaagaaaaaaaaaa +abaabeaaabaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia 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+dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _BumpMap_ST; +#line 432 +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 423 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 427 + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD3 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _BumpMap_ST; +#line 432 +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_BumpMap = IN.pack0.xy; + #line 436 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 440 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 worldN; + #line 444 + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + o.Normal = worldN; + #line 448 + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + return res; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 12 to 12, TEX: 1 to 1 +// d3d9 - ALU: 13 to 13, TEX: 1 to 1 +// d3d11 - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_Shininess] +SetTexture 0 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 1 TEX +PARAM c[2] = { program.local[0], + { 2, 1, 0.5 } }; +TEMP R0; +TEMP R1; +TEX R0.yw, fragment.texcoord[0], texture[0], 2D; +MAD R0.xy, R0.wyzw, c[1].x, -c[1].y; +MUL R0.zw, R0.xyxy, R0.xyxy; +ADD_SAT R0.z, R0, R0.w; +ADD R0.z, -R0, c[1].y; +RSQ R0.z, R0.z; +RCP R0.z, R0.z; +DP3 R1.z, fragment.texcoord[3], R0; +DP3 R1.x, R0, fragment.texcoord[1]; +DP3 R1.y, R0, fragment.texcoord[2]; +MAD result.color.xyz, R1, c[1].z, c[1].z; +MOV result.color.w, c[0].x; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_Shininess] +SetTexture 0 [_BumpMap] 2D +"ps_2_0 +; 13 ALU, 1 TEX +dcl_2d s0 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.50000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r0, t0, s0 +mov r0.x, r0.w +mad_pp r1.xy, r0, c1.x, c1.y +mul_pp r0.xy, r1, r1 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rcp_pp r1.z, r0.x +dp3 r0.z, t3, r1 +dp3 r0.x, r1, t1 +dp3 r0.y, r1, t2 +mad_pp r0.xyz, r0, c1.w, c1.w +mov_pp r0.w, c0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 96 // 52 used size, 8 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcflobomdkelokclaimmkeiedeiinpnknabaaaaaapiacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcpaabaaaaeaaaaaaahmaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadcaaaaapdcaabaaaaaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +aaaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa +egacbaaaaaaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaadaaaaaaegacbaaa +aaaaaaaabaaaaaahecaabaaaabaaaaaaegbcbaaaaeaaaaaaegacbaaaaaaaaaaa +dcaaaaaphccabaaaaaaaaaaaegacbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 96 // 52 used size, 8 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmpkphiipjfaeffbiggajbgganlemeejlabaaaaaahmaeaaaaaeaaaaaa +daaaaaaalaabaaaakiadaaaaeiaeaaaaebgpgodjhiabaaaahiabaaaaaaacpppp +eeabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaeaaaaaialp +aaaaaaaaaaaaiadpfbaaaaafacaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaahlabpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkaecaaaaad +aaaacpiaaaaaoelaaaaioekaaeaaaaaeabaacbiaaaaappiaabaaaakaabaaffka +aeaaaaaeabaacciaaaaaffiaabaaaakaabaaffkafkaaaaaeabaadiiaabaaoeia +abaaoeiaabaakkkaacaaaaadabaaciiaabaappibabaappkaahaaaaacabaaciia +abaappiaagaaaaacabaaceiaabaappiaaiaaaaadaaaacbiaabaaoelaabaaoeia +aiaaaaadaaaacciaacaaoelaabaaoeiaaiaaaaadaaaaceiaadaaoelaabaaoeia +aeaaaaaeaaaachiaaaaaoeiaacaaaakaacaaaakaabaaaaacaaaaciiaaaaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcpaabaaaaeaaaaaaahmaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaapdcaabaaaaaaaaaaa +hgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +aaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaabaaaaaah +bcaabaaaabaaaaaaegbcbaaaacaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaa +abaaaaaaegbcbaaaadaaaaaaegacbaaaaaaaaaaabaaaaaahecaabaaaabaaaaaa +egbcbaaaaeaaaaaaegacbaaaaaaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadp +aaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 25 to 42 +// d3d9 - ALU: 26 to 43 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjglbapihppffmfjgdankmlkbcgeampgpabaaaaaagaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa 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+abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa +abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa +acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa +egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa +egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa +egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_5 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_6 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_17; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_19.w; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_19.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_20; + lowp vec4 c_21; + lowp float spec_22; + mediump float tmpvar_23; + tmpvar_23 = (tmpvar_19.w * tmpvar_6); + spec_22 = tmpvar_23; + mediump vec3 tmpvar_24; + tmpvar_24 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_22)); + c_21.xyz = tmpvar_24; + c_21.w = (tmpvar_7 + (spec_22 * _SpecColor.w)); + c_2 = c_21; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_5 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_6 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_17; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_19.w; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_19.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_20; + lowp vec4 c_21; + lowp float spec_22; + mediump float tmpvar_23; + tmpvar_23 = (tmpvar_19.w * tmpvar_6); + spec_22 = tmpvar_23; + mediump vec3 tmpvar_24; + tmpvar_24 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_22)); + c_21.xyz = tmpvar_24; + c_21.w = (tmpvar_7 + (spec_22 * _SpecColor.w)); + c_2 = c_21; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 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+feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 431 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 439 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 443 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 447 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 451 + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 455 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhpgnfackdfhjkcdnfikgkcikiajkponcabaaaaaagmahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa 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+ebaaaaaaacaaaaaabjaaaaaadiaaaaaihccabaaaafaaaaaaegacbaaaaaaaaaaa +pgipcaaaacaaaaaabjaaaaaadiaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaa +ckiacaaaadaaaaaaafaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaa +aeaaaaaaakbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa +ckiacaaaadaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaajccaabaaaaaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaa +abeaaaaaaaaaiadpdiaaaaaiiccabaaaafaaaaaabkaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 tmpvar_15; + tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_12 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_18; + tmpvar_18 = color_13.xyz; + tmpvar_7 = tmpvar_18; + tmpvar_8 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_13.w; + tmpvar_9 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_20; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_22.w; + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_22.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + lowp float spec_27; + mediump float tmpvar_28; + tmpvar_28 = (tmpvar_22.w * tmpvar_9); + spec_27 = tmpvar_28; + mediump vec3 tmpvar_29; + tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27)); + c_26.xyz = tmpvar_29; + c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w)); + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 normal_15; + normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0))); + normal_12 = normal_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_18; + tmpvar_18 = color_13.xyz; + tmpvar_7 = tmpvar_18; + tmpvar_8 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_13.w; + tmpvar_9 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_20; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_22.w; + lowp vec4 tmpvar_23; + tmpvar_23 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_24; + tmpvar_24 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_25; + tmpvar_25 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz); + lmFull_4 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz); + lmIndirect_3 = tmpvar_27; + light_6.xyz = (tmpvar_22.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_28; + lowp float spec_29; + mediump float tmpvar_30; + tmpvar_30 = (tmpvar_22.w * tmpvar_9); + spec_29 = tmpvar_30; + mediump vec3 tmpvar_31; + tmpvar_31 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_29)); + c_28.xyz = tmpvar_31; + c_28.w = (tmpvar_10 + (spec_29 * _SpecColor.w)); + c_2 = c_28; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgofiojhmgnlfoahjnmagahdclkhdpikaabaaaaaaoiakaaaaaeaaaaaa +daaaaaaakiadaaaagiajaaaadaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +amadaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa 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_glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 433 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 446 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 458 + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + #line 462 + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + #line 466 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjagbagbenlcmpkdjphacgplmbplipjhnabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaa +adaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + highp float nh_23; + mat3 tmpvar_24; + tmpvar_24[0].x = 0.816497; + tmpvar_24[0].y = -0.408248; + tmpvar_24[0].z = -0.408248; + tmpvar_24[1].x = 0.0; + tmpvar_24[1].y = 0.707107; + tmpvar_24[1].z = -0.707107; + tmpvar_24[2].x = 0.57735; + tmpvar_24[2].y = 0.57735; + tmpvar_24[2].z = 0.57735; + mediump vec3 normal_25; + normal_25 = tmpvar_5; + mediump vec3 scalePerBasisVector_26; + mediump vec3 lm_27; + lowp vec3 tmpvar_28; + tmpvar_28 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_27 = tmpvar_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_26 = tmpvar_29; + lm_27 = (lm_27 * dot (clamp ((tmpvar_24 * normal_25), 0.0, 1.0), scalePerBasisVector_26)); + vec3 v_30; + v_30.x = tmpvar_24[0].x; + v_30.y = tmpvar_24[1].x; + v_30.z = tmpvar_24[2].x; + vec3 v_31; + v_31.x = tmpvar_24[0].y; + v_31.y = tmpvar_24[1].y; + v_31.z = tmpvar_24[2].y; + vec3 v_32; + v_32.x = tmpvar_24[0].z; + v_32.y = tmpvar_24[1].z; + v_32.z = tmpvar_24[2].z; + mediump float tmpvar_33; + tmpvar_33 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_26.x * v_30) + (scalePerBasisVector_26.y * v_31)) + (scalePerBasisVector_26.z * v_32))) + viewDir_22)))); + nh_23 = tmpvar_33; + mediump float arg1_34; + arg1_34 = (_Shininess * 128.0); + highp vec4 tmpvar_35; + tmpvar_35.xyz = lm_27; + tmpvar_35.w = pow (nh_23, arg1_34); + tmpvar_21 = tmpvar_35; + mediump vec4 tmpvar_36; + tmpvar_36 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_21); + light_3 = tmpvar_36; + lowp vec4 c_37; + lowp float spec_38; + mediump float tmpvar_39; + tmpvar_39 = (tmpvar_36.w * tmpvar_7); + spec_38 = tmpvar_39; + mediump vec3 tmpvar_40; + tmpvar_40 = ((tmpvar_4 * tmpvar_36.xyz) + ((tmpvar_36.xyz * _SpecColor.xyz) * spec_38)); + c_37.xyz = tmpvar_40; + c_37.w = (tmpvar_8 + (spec_38 * _SpecColor.w)); + c_2 = c_37; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_19; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_22; + tmpvar_22 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_23; + mediump vec3 viewDir_24; + viewDir_24 = tmpvar_22; + highp float nh_25; + mat3 tmpvar_26; + tmpvar_26[0].x = 0.816497; + tmpvar_26[0].y = -0.408248; + tmpvar_26[0].z = -0.408248; + tmpvar_26[1].x = 0.0; + tmpvar_26[1].y = 0.707107; + tmpvar_26[1].z = -0.707107; + tmpvar_26[2].x = 0.57735; + tmpvar_26[2].y = 0.57735; + tmpvar_26[2].z = 0.57735; + mediump vec3 normal_27; + normal_27 = tmpvar_5; + mediump vec3 scalePerBasisVector_28; + mediump vec3 lm_29; + lowp vec3 tmpvar_30; + tmpvar_30 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lm_29 = tmpvar_30; + lowp vec3 tmpvar_31; + tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + scalePerBasisVector_28 = tmpvar_31; + lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28)); + vec3 v_32; + v_32.x = tmpvar_26[0].x; + v_32.y = tmpvar_26[1].x; + v_32.z = tmpvar_26[2].x; + vec3 v_33; + v_33.x = tmpvar_26[0].y; + v_33.y = tmpvar_26[1].y; + v_33.z = tmpvar_26[2].y; + vec3 v_34; + v_34.x = tmpvar_26[0].z; + v_34.y = tmpvar_26[1].z; + v_34.z = tmpvar_26[2].z; + mediump float tmpvar_35; + tmpvar_35 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_24)))); + nh_25 = tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + highp vec4 tmpvar_37; + tmpvar_37.xyz = lm_29; + tmpvar_37.w = pow (nh_25, arg1_36); + tmpvar_23 = tmpvar_37; + mediump vec4 tmpvar_38; + tmpvar_38 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_23); + light_3 = tmpvar_38; + lowp vec4 c_39; + lowp float spec_40; + mediump float tmpvar_41; + tmpvar_41 = (tmpvar_38.w * tmpvar_7); + spec_40 = tmpvar_41; + mediump vec3 tmpvar_42; + tmpvar_42 = ((tmpvar_4 * tmpvar_38.xyz) + ((tmpvar_38.xyz * _SpecColor.xyz) * spec_40)); + c_39.xyz = tmpvar_42; + c_39.w = (tmpvar_8 + (spec_40 * _SpecColor.w)); + c_2 = c_39; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedekkaecnkelimjkjnppeeciconpcgpkonabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp 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"LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 456 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + #line 460 + light += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjglbapihppffmfjgdankmlkbcgeampgpabaaaaaagaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_5 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_6 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_17; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_19.w; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_19.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_20; + lowp vec4 c_21; + lowp float spec_22; + mediump float tmpvar_23; + tmpvar_23 = (tmpvar_19.w * tmpvar_6); + spec_22 = tmpvar_23; + mediump vec3 tmpvar_24; + tmpvar_24 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_22)); + c_21.xyz = tmpvar_24; + c_21.w = (tmpvar_7 + (spec_22 * _SpecColor.w)); + c_2 = c_21; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_4 = tmpvar_15; + tmpvar_5 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_6 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_17; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_19.w; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_19.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_20; + lowp vec4 c_21; + lowp float spec_22; + mediump float tmpvar_23; + tmpvar_23 = (tmpvar_19.w * tmpvar_6); + spec_22 = tmpvar_23; + mediump vec3 tmpvar_24; + tmpvar_24 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_22)); + c_21.xyz = tmpvar_24; + c_21.w = (tmpvar_7 + (spec_22 * _SpecColor.w)); + c_2 = c_21; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 10 vars +Vector 80 [_MainTex_ST] 4 +Vector 96 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 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+afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 421 +v2f_surf vert_surf( in appdata_full v ) { + #line 423 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 427 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 431 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 435 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 439 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 443 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 447 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 451 + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + #line 455 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhpgnfackdfhjkcdnfikgkcikiajkponcabaaaaaagmahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa 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+ebaaaaaaacaaaaaabjaaaaaadiaaaaaihccabaaaafaaaaaaegacbaaaaaaaaaaa +pgipcaaaacaaaaaabjaaaaaadiaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaa +ckiacaaaadaaaaaaafaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaa +aeaaaaaaakbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa +ckiacaaaadaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaajccaabaaaaaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaa +abeaaaaaaaaaiadpdiaaaaaiiccabaaaafaaaaaabkaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 tmpvar_15; + tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_12 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_18; + tmpvar_18 = color_13.xyz; + tmpvar_7 = tmpvar_18; + tmpvar_8 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_13.w; + tmpvar_9 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_20; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_22.w; + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_22.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + lowp float spec_27; + mediump float tmpvar_28; + tmpvar_28 = (tmpvar_22.w * tmpvar_9); + spec_27 = tmpvar_28; + mediump vec3 tmpvar_29; + tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27)); + c_26.xyz = tmpvar_29; + c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w)); + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 normal_15; + normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0))); + normal_12 = normal_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_18; + tmpvar_18 = color_13.xyz; + tmpvar_7 = tmpvar_18; + tmpvar_8 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_13.w; + tmpvar_9 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_20; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_22.w; + lowp vec4 tmpvar_23; + tmpvar_23 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_24; + tmpvar_24 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_25; + tmpvar_25 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz); + lmFull_4 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz); + lmIndirect_3 = tmpvar_27; + light_6.xyz = (tmpvar_22.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_28; + lowp float spec_29; + mediump float tmpvar_30; + tmpvar_30 = (tmpvar_22.w * tmpvar_9); + spec_29 = tmpvar_30; + mediump vec3 tmpvar_31; + tmpvar_31 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_29)); + c_28.xyz = tmpvar_31; + c_28.w = (tmpvar_10 + (spec_29 * _SpecColor.w)); + c_2 = c_28; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgofiojhmgnlfoahjnmagahdclkhdpikaabaaaaaaoiakaaaaaeaaaaaa +daaaaaaakiadaaaagiajaaaadaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +amadaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaabjaaabaaagaaaaaaaaaa 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_glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 433 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 442 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 446 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 458 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 462 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 466 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjagbagbenlcmpkdjphacgplmbplipjhnabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaa +adaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + highp float nh_23; + mat3 tmpvar_24; + tmpvar_24[0].x = 0.816497; + tmpvar_24[0].y = -0.408248; + tmpvar_24[0].z = -0.408248; + tmpvar_24[1].x = 0.0; + tmpvar_24[1].y = 0.707107; + tmpvar_24[1].z = -0.707107; + tmpvar_24[2].x = 0.57735; + tmpvar_24[2].y = 0.57735; + tmpvar_24[2].z = 0.57735; + mediump vec3 normal_25; + normal_25 = tmpvar_5; + mediump vec3 scalePerBasisVector_26; + mediump vec3 lm_27; + lowp vec3 tmpvar_28; + tmpvar_28 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_27 = tmpvar_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_26 = tmpvar_29; + lm_27 = (lm_27 * dot (clamp ((tmpvar_24 * normal_25), 0.0, 1.0), scalePerBasisVector_26)); + vec3 v_30; + v_30.x = tmpvar_24[0].x; + v_30.y = tmpvar_24[1].x; + v_30.z = tmpvar_24[2].x; + vec3 v_31; + v_31.x = tmpvar_24[0].y; + v_31.y = tmpvar_24[1].y; + v_31.z = tmpvar_24[2].y; + vec3 v_32; + v_32.x = tmpvar_24[0].z; + v_32.y = tmpvar_24[1].z; + v_32.z = tmpvar_24[2].z; + mediump float tmpvar_33; + tmpvar_33 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_26.x * v_30) + (scalePerBasisVector_26.y * v_31)) + (scalePerBasisVector_26.z * v_32))) + viewDir_22)))); + nh_23 = tmpvar_33; + mediump float arg1_34; + arg1_34 = (_Shininess * 128.0); + highp vec4 tmpvar_35; + tmpvar_35.xyz = lm_27; + tmpvar_35.w = pow (nh_23, arg1_34); + tmpvar_21 = tmpvar_35; + mediump vec4 tmpvar_36; + tmpvar_36 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_21); + light_3 = tmpvar_36; + lowp vec4 c_37; + lowp float spec_38; + mediump float tmpvar_39; + tmpvar_39 = (tmpvar_36.w * tmpvar_7); + spec_38 = tmpvar_39; + mediump vec3 tmpvar_40; + tmpvar_40 = ((tmpvar_4 * tmpvar_36.xyz) + ((tmpvar_36.xyz * _SpecColor.xyz) * spec_38)); + c_37.xyz = tmpvar_40; + c_37.w = (tmpvar_8 + (spec_38 * _SpecColor.w)); + c_2 = c_37; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD1), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_11.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_6 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_11.w; + tmpvar_7 = tmpvar_17; + tmpvar_5 = normal_10; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_18; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_19; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_22; + tmpvar_22 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_23; + mediump vec3 viewDir_24; + viewDir_24 = tmpvar_22; + highp float nh_25; + mat3 tmpvar_26; + tmpvar_26[0].x = 0.816497; + tmpvar_26[0].y = -0.408248; + tmpvar_26[0].z = -0.408248; + tmpvar_26[1].x = 0.0; + tmpvar_26[1].y = 0.707107; + tmpvar_26[1].z = -0.707107; + tmpvar_26[2].x = 0.57735; + tmpvar_26[2].y = 0.57735; + tmpvar_26[2].z = 0.57735; + mediump vec3 normal_27; + normal_27 = tmpvar_5; + mediump vec3 scalePerBasisVector_28; + mediump vec3 lm_29; + lowp vec3 tmpvar_30; + tmpvar_30 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lm_29 = tmpvar_30; + lowp vec3 tmpvar_31; + tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + scalePerBasisVector_28 = tmpvar_31; + lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28)); + vec3 v_32; + v_32.x = tmpvar_26[0].x; + v_32.y = tmpvar_26[1].x; + v_32.z = tmpvar_26[2].x; + vec3 v_33; + v_33.x = tmpvar_26[0].y; + v_33.y = tmpvar_26[1].y; + v_33.z = tmpvar_26[2].y; + vec3 v_34; + v_34.x = tmpvar_26[0].z; + v_34.y = tmpvar_26[1].z; + v_34.z = tmpvar_26[2].z; + mediump float tmpvar_35; + tmpvar_35 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_24)))); + nh_25 = tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + highp vec4 tmpvar_37; + tmpvar_37.xyz = lm_29; + tmpvar_37.w = pow (nh_25, arg1_36); + tmpvar_23 = tmpvar_37; + mediump vec4 tmpvar_38; + tmpvar_38 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_23); + light_3 = tmpvar_38; + lowp vec4 c_39; + lowp float spec_40; + mediump float tmpvar_41; + tmpvar_41 = (tmpvar_38.w * tmpvar_7); + spec_40 = tmpvar_41; + mediump vec3 tmpvar_42; + tmpvar_42 = ((tmpvar_4 * tmpvar_38.xyz) + ((tmpvar_38.xyz * _SpecColor.xyz) * spec_40)); + c_39.xyz = tmpvar_42; + c_39.w = (tmpvar_8 + (spec_40 * _SpecColor.w)); + c_2 = c_39; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 12 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedekkaecnkelimjkjnppeeciconpcgpkonabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia 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300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform sampler2D _LightBuffer; +#line 436 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 440 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + mediump vec3 specColor; + #line 456 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + light += lm; + #line 460 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 25 to 57, TEX: 3 to 5 +// d3d9 - ALU: 28 to 62, TEX: 3 to 5 +// d3d11 - ALU: 19 to 40, TEX: 3 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 19 to 40, TEX: 3 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 29 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R2.xy, R2.wyzw, c[4].x, -c[4].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R2.z, R2, R2.w; +ADD R2.w, -R2.z, c[4].y; +LG2 R1.w, R1.w; +MUL R0.w, R0, -R1; +MOV R1.w, c[1].x; +RSQ R3.x, R2.w; +DP3 R2.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.z; +RCP R2.z, R3.x; +MUL R3.xyz, R2.w, fragment.texcoord[1]; +DP3_SAT R2.x, R3, R2; +ADD R2.x, -R2, c[4].y; +POW R2.w, R2.x, c[2].x; +LG2 R1.x, R1.x; +LG2 R1.z, R1.z; +LG2 R1.y, R1.y; +ADD R1.xyz, -R1, fragment.texcoord[3]; +MUL R2.xyz, R1, c[0]; +MUL R3.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R3; +MUL R2.xyz, R2.w, c[3]; +MUL R1.xyz, R2, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 29 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 32 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c4, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r2, t0, s0 +texldp r3, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c4.x, c4.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c4.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t1 +rcp_pp r4.z, r1.x +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c4.z +pow_pp r1.x, r0.x, c2.x +log_pp r0.x, r3.x +log_pp r0.z, r3.z +log_pp r0.y, r3.y +add_pp r3.xyz, -r0, t3 +log_pp r0.x, r3.w +mul_pp r0.x, r2.w, -r0 +mul_pp r4.xyz, r3, c0 +mul_pp r4.xyz, r4, r0.x +mad_pp r2.xyz, r2, r3, r4 +mul r3.xyz, r1.x, c3 +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r3.xyz, r3, c3.w +mad_pp r0.xyz, r3, c1.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 28 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedinkogknlhohdniofphfemlnlgmmmbpepabaaaaaaaeafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcpmadaaaaeaaaaaaappaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa 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"HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 28 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedinfopocgplkklbeldcoaahliidebfmcbabaaaaaakiahaaaaaeaaaaaa +daaaaaaanaacaaaaneagaaaaheahaaaaebgpgodjjiacaaaajiacaaaaaaacpppp +fmacaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahla 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+aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaa +bacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +aeaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaacpaaaaafpcaabaaaabaaaaaaegaobaaaabaaaaaaaaaaaaaihcaabaaa +abaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaa +acaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaa +adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaabaaaaaadkaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa +aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaa +aaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 40 ALU, 5 TEX +PARAM c[6] = { program.local[0..4], + { 2, 1, 8 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R2.xyz, R2.w, R2; +DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4]; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[5].z; +RSQ R2.w, R2.w; +RCP R2.w, R2.w; +MAD R2.xyz, R2, c[5].z, -R3; +MAD_SAT R2.w, R2, c[4].z, c[4]; +MAD R2.xyz, R2.w, R2, R3; +LG2 R3.x, R1.x; +LG2 R3.y, R1.y; +MAD R1.xy, R4.wyzw, c[5].x, -c[5].y; +LG2 R3.z, R1.z; +MUL R4.xy, R1, R1; +ADD R3.xyz, -R3, R2; +ADD_SAT R1.z, R4.x, R4.y; +ADD R2.x, -R1.z, c[5].y; +RSQ R2.y, R2.x; +DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R1.z; +RCP R1.z, R2.y; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +DP3_SAT R1.x, R2, R1; +LG2 R1.y, R1.w; +ADD R1.x, -R1, c[5].y; +MUL R0.w, R0, -R1.y; +MUL R4.xyz, R3, c[0]; +POW R1.x, R1.x, c[2].x; +MUL R2.xyz, R4, R0.w; +MUL R1.xyz, R1.x, c[3]; +MOV R1.w, c[1].x; +MAD R0.xyz, R0, R3, R2; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 40 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 41 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r1, t0, s0 +texldp r2, t2, s2 +texld r3, t3, s3 +texld r4, t3, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c5.w +mul_pp r3.xyz, r3.w, r3 +mad_pp r3.xyz, r3, c5.w, -r4 +log_pp r2.x, r2.x +mov r0.y, t0.w +mov r0.x, t0.z +log_pp r2.y, r2.y +log_pp r2.z, r2.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r6.xy, r0, c5.x, c5.y +dp4 r0.x, t4, t4 +mul_pp r5.xy, r6, r6 +rsq r0.x, r0.x +add_pp_sat r5.x, r5, r5.y +rcp r0.x, r0.x +mad_sat r0.x, r0, c4.z, c4.w +mad_pp r0.xyz, r0.x, r3, r4 +add_pp r5.x, -r5, c5.z +rsq_pp r3.x, r5.x +add_pp r0.xyz, -r2, r0 +dp3 r4.x, t1, t1 +rcp_pp r6.z, r3.x +rsq r3.x, r4.x +mul r3.xyz, r3.x, t1 +dp3_sat r3.x, r3, r6 +add r2.x, -r3, c5.z +pow_pp r4.x, r2.x, c2.x +log_pp r2.x, r2.w +mul_pp r3.xyz, r0, c0 +mul_pp r2.x, r1.w, -r2 +mul_pp r3.xyz, r3, r2.x +mad_pp r0.xyz, r1, r0, r3 +mul r1.xyz, r4.x, c3 +mov_pp r3.x, c1 +mul r1.xyz, r1, c3.w +mad_pp r0.w, r2.x, c0, r3.x +mad_pp r0.xyz, r1, c1.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedecegfbjlkpnamjkkpjfdnoncohhdkdpjabaaaaaakeagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcieafaaaa +eaaaaaaagbabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaa +afaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaaiaaaaaa +dkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaa +acaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaaacaaaaaa +egaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaia +ebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +acaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfnmdfcpcehjnmnpfgafgjabnlfmalcecabaaaaaaemakaaaaaeaaaaaa +daaaaaaaneadaaaagaajaaaabiakaaaaebgpgodjjmadaaaajmadaaaaaaacpppp +emadaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaadaaaaaaaaaaaaaaaaaaaiaa +abaaadaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaaaeaaaaaialpaaaaaaaa +aaaaiadpfbaaaaafafaaapkaaaaaaaebaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakkla +abaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadia +aaaakkiaacaaoelaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpia 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+acaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaa +adaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaab +ejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +keaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 57 ALU, 5 TEX +PARAM c[9] = { program.local[0..4], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R4.xy, R4.wyzw, c[5].x, -c[5].y; +MUL R3.xyz, R3.w, R3; +MUL R5.xyz, R3, c[5].z; +MUL R3.xyz, R5.y, c[7]; +MAD R3.xyz, R5.x, c[8], R3; +MAD R3.xyz, R5.z, c[6], R3; +DP3 R3.w, R3, R3; +RSQ R3.w, R3.w; +MUL R3.xyz, R3.w, R3; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.w, R3.w; +MAD R3.xyz, fragment.texcoord[1], R3.w, R3; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R3.w, R4.z, R4; +DP3 R4.z, R3, R3; +RSQ R4.z, R4.z; +ADD R3.w, -R3, c[5].y; +MUL R3.xyz, R4.z, R3; +RSQ R3.w, R3.w; +RCP R4.z, R3.w; +DP3 R3.x, R4, R3; +MAX R3.w, R3.x, c[5]; +DP3_SAT R3.z, R4, c[6]; +DP3_SAT R3.x, R4, c[8]; +DP3_SAT R3.y, R4, c[7]; +DP3 R3.y, R3, R5; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, R3.y; +MOV R3.x, c[6].w; +MUL R2.w, R3.x, c[1].x; +DP3 R3.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.x, R3.x; +POW R2.w, R3.w, R2.w; +MUL R2.xyz, R2, c[5].z; +MUL R3.xyz, R3.x, fragment.texcoord[1]; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +LG2 R1.w, R1.w; +ADD R1, -R1, R2; +DP3_SAT R2.w, R3, R4; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R3.xyz, R2, R0.w; +ADD R2.w, -R2, c[5].y; +POW R1.w, R2.w, c[3].x; +MUL R2.xyz, R1.w, c[4]; +MAD R0.xyz, R0, R1, R3; +MUL R1.xyz, R2, c[4].w; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 57 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 62 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c6, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r1, t0, s0 +texldp r2, t2, s2 +texld r3, t3, s3 +texld r4, t3, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c5.w +mul r5.xyz, r4.y, c7 +mad r5.xyz, r4.x, c8, r5 +mul_pp r3.xyz, r3.w, r3 +mad r5.xyz, r4.z, c6, r5 +mov r0.y, t0.w +mov r0.x, t0.z +log_pp r3.w, r2.w +texld r0, r0, s1 +dp3 r0.x, r5, r5 +rsq r0.x, r0.x +mul r5.xyz, r0.x, r5 +mov r0.x, r0.w +mad_pp r7.xy, r0, c5.x, c5.y +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r5 +mul_pp r6.xy, r7, r7 +add_pp_sat r5.x, r6, r6.y +dp3_pp r6.x, r0, r0 +rsq_pp r6.x, r6.x +add_pp r5.x, -r5, c5.z +rsq_pp r5.x, r5.x +rcp_pp r7.z, r5.x +mul_pp r0.xyz, r6.x, r0 +dp3_pp r0.x, r7, r0 +mov_pp r5.x, c1 +mul_pp r5.x, c7.w, r5 +max_pp r0.x, r0, c6.w +pow r6.x, r0.x, r5.x +dp3_pp_sat r0.z, r7, c6 +dp3_pp_sat r0.y, r7, c7 +dp3_pp_sat r0.x, r7, c8 +dp3_pp r0.x, r0, r4 +mul_pp r0.xyz, r3, r0.x +log_pp r3.x, r2.x +dp3 r2.x, t1, t1 +log_pp r3.y, r2.y +log_pp r3.z, r2.z +rsq r2.x, r2.x +mul r2.xyz, r2.x, t1 +dp3_sat r2.x, r2, r7 +add r2.x, -r2, c5.z +pow_pp r5.x, r2.x, c3.x +mov r0.w, r6.x +mul_pp r0.xyz, r0, c5.w +add_pp r0, -r3, r0 +mul_pp r3.xyz, r0, c0 +mul_pp r4.x, r1.w, r0.w +mul_pp r2.xyz, r3, r4.x +mad_pp r0.xyz, r1, r0, r2 +mov_pp r1.x, r5.x +mov_pp r2.x, c2 +mul r1.xyz, r1.x, c4 +mul r1.xyz, r1, c4.w +mad_pp r0.w, r4.x, c0, r2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 53 instructions, 6 temp regs, 0 temp arrays: +// ALU 40 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedibfincogmidpfonmecllohjdcdbimlgfabaaaaaaeiaiaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa 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+aaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaaeghobaaaaeaaaaaa +aagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa +diaaaaakhcaabaaaacaaaaaafgafbaaaabaaaaaaaceaaaaaomafnblopdaedfdp +dkmnbddpaaaaaaaadcaaaaamhcaabaaaacaaaaaaagaabaaaabaaaaaaaceaaaaa +olaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaaacaaaaaadcaaaaamhcaabaaa +acaaaaaakgakbaaaabaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaa +egacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa +acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaabaaaaaahicaabaaa +acaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaacaaaaaa +dkaabaaaacaaaaaadiaaaaahhcaabaaaadaaaaaapgapbaaaacaaaaaaegbcbaaa +acaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaadaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegacbaaa +acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaa +acaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaaeaaaaaa 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+agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaadaaaaaafgifcaaaaaaaaaaaadaaaaaajgahbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 53 instructions, 6 temp regs, 0 temp arrays: +// ALU 40 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjokchnfldlgcjhpfhjgbmgpebohecpblabaaaaaameamaaaaaeaaaaaa +daaaaaaakiaeaaaapaalaaaajaamaaaaebgpgodjhaaeaaaahaaeaaaaaaacpppp +cmaeaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaadaaaaaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapka +omafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafafaaapkaolafnblopdaedflp +dkmnbddpaaaaaaaafbaaaaafagaaapkaaaaaaaebdkmnbddpaaaaaaaaolaffbdp +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +bpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoela +ecaaaaadacaacpiaadaaoelaadaioekaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadadaacpiaadaaoelaaeaioekaecaaaaadabaacpiaabaaoeiaacaioeka 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+jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa +aaaaaaaaegaobaaaaaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaa +agajbaaaabaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa +aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaadaaaaaafgifcaaaaaaaaaaa +adaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 25 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +MAD R2.xy, R2.wyzw, c[4].x, -c[4].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R2.z, R2, R2.w; +ADD R2.w, -R2.z, c[4].y; +MUL R0.w, R0, R1; +MOV R1.w, c[1].x; +RSQ R3.x, R2.w; +DP3 R2.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.z; +RCP R2.z, R3.x; +MUL R3.xyz, R2.w, fragment.texcoord[1]; +DP3_SAT R2.x, R3, R2; +ADD R2.x, -R2, c[4].y; +ADD R1.xyz, R1, fragment.texcoord[3]; +POW R2.w, R2.x, c[2].x; +MUL R2.xyz, R1, c[0]; +MUL R3.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R3; +MUL R2.xyz, R2.w, c[3]; +MUL R1.xyz, R2, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 25 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 28 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c4, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r2, t0, s0 +texldp r3, t2, s2 +add_pp r3.xyz, r3, t3 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c4.x, c4.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c4.z +rsq_pp r1.x, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +rcp_pp r4.z, r1.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c4.z +pow_pp r1.x, r0.x, c2.x +mul_pp r0.x, r2.w, r3.w +mul_pp r4.xyz, r3, c0 +mul_pp r4.xyz, r4, r0.x +mad_pp r2.xyz, r2, r3, r4 +mul r3.xyz, r1.x, c3 +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r3.xyz, r3, c3.w +mad_pp r0.xyz, r3, c1.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 27 instructions, 4 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddekknggojgiilphkdibnbpgenielaoapabaaaaaaoiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcoaadaaaaeaaaaaaapiaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 80 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 27 instructions, 4 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmgdbhmkebnnahfpmjcgmffjgapfadlhdabaaaaaafmahaaaaaeaaaaaa +daaaaaaakaacaaaaiiagaaaaciahaaaaebgpgodjgiacaaaagiacaaaaaaacpppp +cmacaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaac +aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadaaaacpia +aaaaoeiaabaioekaecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadacaacpia +aaaaoelaaaaioekaaeaaaaaeadaacbiaaaaappiaadaaaakaadaaffkaaeaaaaae +adaacciaaaaaffiaadaaaakaadaaffkafkaaaaaeadaadiiaadaaoeiaadaaoeia +adaakkkaacaaaaadadaaciiaadaappibadaappkaahaaaaacadaaciiaadaappia +agaaaaacadaaceiaadaappiaceaaaaacaaaaahiaabaaoelaaiaaaaadaaaabbia +aaaaoeiaadaaoeiaacaaaaadaaaacbiaaaaaaaibadaappkacaaaaaadadaaabia +aaaaaaiaabaakkkaafaaaaadaaaaahiaadaaaaiaacaaoekaafaaaaadaaaachia +aaaaoeiaacaappkaacaaaaadabaachiaabaaoeiaadaaoelaafaaaaadadaachia +abaaoeiaaaaaoekaafaaaaadaaaaciiaabaappiaacaappiaafaaaaadadaachia +aaaappiaadaaoeiaabaaaaacabaaaiiaabaaffkaaeaaaaaeaeaaciiaaaaappia +aaaappkaabaappiaaeaaaaaeabaachiaacaaoeiaabaaoeiaadaaoeiaaeaaaaae +aeaachiaaaaaoeiaabaaffkaabaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaa +fdeieefcoaadaaaaeaaaaaaapiaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +acaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 36 ALU, 5 TEX +PARAM c[6] = { program.local[0..4], + { 2, 1, 8 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R4.xy, R4.wyzw, c[5].x, -c[5].y; +MUL R2.xyz, R2.w, R2; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[5].z; +DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R2.w, R2.w; +RCP R2.w, R2.w; +MAD R2.xyz, R2, c[5].z, -R3; +MAD_SAT R2.w, R2, c[4].z, c[4]; +MAD R2.xyz, R2.w, R2, R3; +ADD R2.xyz, R1, R2; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +ADD R1.y, -R2.w, c[5]; +RSQ R1.y, R1.y; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +MUL R0.w, R0, R1; +RCP R4.z, R1.y; +RSQ R1.x, R1.x; +MUL R1.xyz, R1.x, fragment.texcoord[1]; +DP3_SAT R2.w, R1, R4; +MUL R1.xyz, R2, c[0]; +MUL R3.xyz, R1, R0.w; +ADD R2.w, -R2, c[5].y; +POW R1.w, R2.w, c[2].x; +MUL R1.xyz, R1.w, c[3]; +MOV R1.w, c[1].x; +MAD R0.xyz, R0, R2, R3; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 36 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 38 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r1, t0, s0 +texldp r3, t2, s2 +texld r2, t3, s3 +mov r0.y, t0.w +mov r0.x, t0.z +mov r4.xy, r0 +texld r4, r4, s1 +texld r0, t3, s4 +mul_pp r0.xyz, r0.w, r0 +mul_pp r5.xyz, r0, c5.w +mul_pp r0.xyz, r2.w, r2 +mad_pp r2.xyz, r0, c5.w, -r5 +mov r4.x, r4.w +mad_pp r4.xy, r4, c5.x, c5.y +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_sat r0.x, r0, c4.z, c4.w +mad_pp r2.xyz, r0.x, r2, r5 +mul_pp r6.xy, r4, r4 +add_pp r3.xyz, r3, r2 +add_pp_sat r0.x, r6, r6.y +add_pp r2.x, -r0, c5.z +rsq_pp r2.x, r2.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +rcp_pp r4.z, r2.x +mul r0.xyz, r0.x, t1 +dp3_sat r0.x, r0, r4 +add r0.x, -r0, c5.z +pow_pp r2.w, r0.x, c2.x +mul r2.xyz, r2.w, c3 +mul_pp r0.x, r1.w, r3.w +mul_pp r4.xyz, r3, c0 +mul_pp r4.xyz, r4, r0.x +mad_pp r3.xyz, r1, r3, r4 +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2, c3.w +mad_pp r0.xyz, r2, c1.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 37 instructions, 4 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedciafjkgpnjdnghbcaofjggfdfeiabokkabaaaaaaiiagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcgiafaaaa +eaaaaaaafkabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaa +afaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaaiaaaaaa +dkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaa +acaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 144 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 128 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 37 instructions, 4 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedkodojdifbekniefmnmlnaodmijmeeokhabaaaaaaaaakaaaaaeaaaaaa +daaaaaaakeadaaaabeajaaaammajaaaaebgpgodjgmadaaaagmadaaaaaaacpppp +bmadaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaadaaaaaaaaaaaaaaaaaaaiaa +abaaadaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaaaeaaaaaialpaaaaaaaa +aaaaiadpfbaaaaafafaaapkaaaaaaaebaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabiaaaaakkla +abaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadia +aaaakkiaacaaoelaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpia +adaaoelaaeaioekaecaaaaadadaacpiaadaaoelaadaioekaecaaaaadabaacpia +abaaoeiaacaioekaecaaaaadaeaacpiaaaaaoelaaaaioekaaeaaaaaeafaacbia +aaaappiaaeaaaakaaeaaffkaaeaaaaaeafaacciaaaaaffiaaeaaaakaaeaaffka +fkaaaaaeafaadiiaafaaoeiaafaaoeiaaeaakkkaacaaaaadafaaciiaafaappib +aeaappkaahaaaaacafaaciiaafaappiaagaaaaacafaaceiaafaappiaceaaaaac +aaaaahiaabaaoelaaiaaaaadaaaabbiaaaaaoeiaafaaoeiaacaaaaadaaaacbia +aaaaaaibaeaappkacaaaaaadafaaabiaaaaaaaiaabaakkkaafaaaaadaaaaahia +afaaaaiaacaaoekaafaaaaadaaaachiaaaaaoeiaacaappkaajaaaaadaaaaaiia +aeaaoelaaeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiiaaaaappia +aeaaaaaeaaaadiiaaaaappiaadaakkkaadaappkaafaaaaadacaaciiaacaappia +afaaaakaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadacaaciiaadaappia +afaaaakaaeaaaaaeadaachiaacaappiaadaaoeiaacaaoeibaeaaaaaeacaachia +aaaappiaadaaoeiaacaaoeiaacaaaaadabaachiaabaaoeiaacaaoeiaafaaaaad +acaachiaabaaoeiaaaaaoekaafaaaaadaaaaciiaabaappiaaeaappiaafaaaaad +acaachiaaaaappiaacaaoeiaabaaaaacabaaaiiaabaaffkaaeaaaaaeadaaciia +aaaappiaaaaappkaabaappiaaeaaaaaeabaachiaaeaaoeiaabaaoeiaacaaoeia +aeaaaaaeadaachiaaaaaoeiaabaaffkaabaaoeiaabaaaaacaaaicpiaadaaoeia +ppppaaaafdeieefcgiafaaaaeaaaaaaafkabaaaafjaaaaaeegiocaaaaaaaaaaa +ajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +fibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaa +gcbaaaadpcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaa +akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaabbaaaaah +icaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckiacaaaaaaaaaaaaiaaaaaadkiacaaaaaaaaaaaaiaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaaeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaa +pgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaaj +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +aoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj +pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +aaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa +aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaa +aaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 53 ALU, 5 TEX +PARAM c[9] = { program.local[0..4], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R1, fragment.texcoord[2], texture[2], 2D; +MAD R4.xy, R4.wyzw, c[5].x, -c[5].y; +MUL R3.xyz, R3.w, R3; +MUL R5.xyz, R3, c[5].z; +MUL R2.xyz, R2.w, R2; +MUL R3.xyz, R5.y, c[7]; +MAD R3.xyz, R5.x, c[8], R3; +MAD R3.xyz, R5.z, c[6], R3; +DP3 R3.w, R3, R3; +RSQ R3.w, R3.w; +MUL R3.xyz, R3.w, R3; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.w, R3.w; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +MAD R3.xyz, fragment.texcoord[1], R3.w, R3; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R3.w, R4.z, R4; +DP3 R4.z, R3, R3; +RSQ R4.z, R4.z; +ADD R3.w, -R3, c[5].y; +MUL R3.xyz, R4.z, R3; +RSQ R3.w, R3.w; +RCP R4.z, R3.w; +DP3 R3.x, R4, R3; +MOV R3.w, c[6]; +MUL R3.y, R3.w, c[1].x; +MAX R3.x, R3, c[5].w; +POW R3.w, R3.x, R3.y; +DP3_SAT R3.z, R4, c[6]; +DP3_SAT R3.y, R4, c[7]; +DP3_SAT R3.x, R4, c[8]; +DP3 R3.x, R3, R5; +MUL R2.xyz, R2, R3.x; +MUL R3.xyz, R2, c[5].z; +ADD R1, R1, R3; +RSQ R2.w, R2.w; +MUL R2.xyz, R2.w, fragment.texcoord[1]; +DP3_SAT R2.w, R2, R4; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R3.xyz, R2, R0.w; +ADD R2.w, -R2, c[5].y; +POW R1.w, R2.w, c[3].x; +MUL R2.xyz, R1.w, c[4]; +MAD R0.xyz, R0, R1, R3; +MUL R1.xyz, R2, c[4].w; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 53 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 58 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c5, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c6, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r1, t0, s0 +texldp r2, t2, s2 +texld r3, t3, s3 +texld r4, t3, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c5.w +mul r5.xyz, r4.y, c7 +mad r5.xyz, r4.x, c8, r5 +mul_pp r3.xyz, r3.w, r3 +mad r5.xyz, r4.z, c6, r5 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +dp3 r0.x, r5, r5 +rsq r0.x, r0.x +mul r5.xyz, r0.x, r5 +mov r0.x, r0.w +mad_pp r7.xy, r0, c5.x, c5.y +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r5 +mul_pp r6.xy, r7, r7 +add_pp_sat r5.x, r6, r6.y +dp3_pp r6.x, r0, r0 +rsq_pp r6.x, r6.x +add_pp r5.x, -r5, c5.z +rsq_pp r5.x, r5.x +rcp_pp r7.z, r5.x +mul_pp r0.xyz, r6.x, r0 +dp3_pp r0.x, r7, r0 +mov_pp r5.x, c1 +mul_pp r5.x, c7.w, r5 +max_pp r0.x, r0, c6.w +pow r6.x, r0.x, r5.x +dp3_pp_sat r0.z, r7, c6 +dp3_pp_sat r0.y, r7, c7 +dp3_pp_sat r0.x, r7, c8 +dp3_pp r0.x, r0, r4 +mul_pp r0.xyz, r3, r0.x +dp3 r3.x, t1, t1 +rsq r3.x, r3.x +mov r0.w, r6.x +mul_pp r0.xyz, r0, c5.w +add_pp r0, r2, r0 +mul r2.xyz, r3.x, t1 +dp3_sat r2.x, r2, r7 +add r2.x, -r2, c5.z +pow_pp r5.x, r2.x, c3.x +mul_pp r3.xyz, r0, c0 +mul_pp r4.x, r1.w, r0.w +mul_pp r2.xyz, r3, r4.x +mad_pp r0.xyz, r1, r0, r2 +mov_pp r1.x, r5.x +mov_pp r2.x, c2 +mul r1.xyz, r1.x, c4 +mul r1.xyz, r1, c4.w +mad_pp r0.w, r4.x, c0, r2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 52 instructions, 6 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedomfnfiobgefgielflkiikbkigpepbgijabaaaaaadaaiaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcciahaaaaeaaaaaaamkabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacagaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaaaaaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaadiaaaaakhcaabaaaacaaaaaafgafbaaaabaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaacaaaaaa +agaabaaaabaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa +acaaaaaadcaaaaamhcaabaaaacaaaaaakgakbaaaabaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaa +egacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaabaaaaaahicaabaaaacaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaaficaabaaaacaaaaaadkaabaaaacaaaaaadiaaaaahhcaabaaaadaaaaaa +pgapbaaaacaaaaaaegbcbaaaacaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaabaaaaaaegacbaaaadaaaaaabaaaaaahicaabaaaabaaaaaa +egacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa +efaaaaajpcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaaeaaaaaahgapbaaaaeaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaabaaaaaaegaabaaaaeaaaaaaegaabaaaaeaaaaaaddaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +aeaaaaaadkaabaaaabaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaaeaaaaaa +egacbaaaacaaaaaadeaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaaacpaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaibcaabaaa +acaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaa +abaaaaaadkaabaaaabaaaaaaakaabaaaacaaaaaabjaaaaafbcaabaaaacaaaaaa +dkaabaaaabaaaaaaapcaaaakbcaabaaaafaaaaaaaceaaaaaolaffbdpdkmnbddp +aaaaaaaaaaaaaaaaigaabaaaaeaaaaaabacaaaakccaabaaaafaaaaaaaceaaaaa +omafnblopdaedfdpdkmnbddpaaaaaaaaegacbaaaaeaaaaaabacaaaakecaabaaa +afaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaaeaaaaaa +bacaaaahicaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaaeaaaaaaaaaaaaai +icaabaaaabaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaa +abaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaaihcaabaaaadaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaadaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaa +aeaaaaaabaaaaaahbcaabaaaabaaaaaaegacbaaaafaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaaeaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaeb +diaaaaahocaabaaaabaaaaaaagajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaah +ocaabaaaacaaaaaaagaabaaaabaaaaaafgaobaaaabaaaaaaaaaaaaahpcaabaaa +aaaaaaaadgajbaaaaaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa +aaaaaaaaegaobaaaaaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaa +agajbaaaabaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa +aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaadaaaaaafgifcaaaaaaaaaaa +adaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 80 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 52 instructions, 6 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgmdkdibdpjndknopclccmecpoapjmakeabaaaaaahmamaaaaaeaaaaaa +daaaaaaahiaeaaaakialaaaaeiamaaaaebgpgodjeaaeaaaaeaaeaaaaaaacpppp +pmadaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaadaaaaaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapka +omafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafafaaapkaolafnblopdaedflp +dkmnbddpaaaaaaaafbaaaaafagaaapkaaaaaaaebdkmnbddpaaaaaaaaolaffbdp +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +bpaaaaacaaaaaajaaeaiapkaagaaaaacaaaaaiiaacaapplaafaaaaadaaaaadia +aaaappiaacaaoelaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaappla +ecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadacaacpiaadaaoelaadaioeka +ecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadadaacpiaadaaoelaaeaioeka +ecaaaaadaeaacpiaaaaaoelaaaaioekaafaaaaadacaaciiaacaappiaagaaaaka 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+agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaadaaaaaafgifcaaaaaaaaaaaadaaaaaajgahbaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 63 + + } + Fallback "Bumped Specular" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/coloradjust b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/coloradjust new file mode 100644 index 0000000..a97ada3 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/coloradjust @@ -0,0 +1,765 @@ +Shader "Kronal/Color Adjust" { +Properties { + _MainTex ("Base (RGB)", Rect) = "white" {} + _InBlack ("Black", Range(0.0, 1.0)) = 0.0 + _InWhite ("White", Range(0.0, 1.0)) = 0.33 + _InGamma ("Gamma", Range(0.0, 5.0)) = 0.75 +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 8 to 8 +// d3d9 - ALU: 8 to 8 +// d3d11 - ALU: 2 to 2, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 2 to 2, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +"!!ARBvp1.0 +# 8 ALU +PARAM c[9] = { { 0 }, + state.matrix.mvp, + state.matrix.texture[0] }; +TEMP R0; +MOV R0.zw, c[0].x; +MOV R0.xy, vertex.texcoord[0]; +DP4 result.texcoord[0].y, R0, c[6]; +DP4 result.texcoord[0].x, R0, c[5]; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 8 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +"vs_2_0 +; 8 ALU +def c8, 0.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_texcoord0 v1 +mov r0.zw, c8.x +mov r0.xy, v1 +dp4 oT0.y, r0, c5 +dp4 oT0.x, r0, c4 +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "UnityPerDraw" 0 +BindCB "UnityPerDrawTexMatrices" 1 +// 7 instructions, 1 temp regs, 0 temp arrays: +// ALU 2 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjlfomejbofdklfcgafioaaodagpgfnjcabaaaaaaciacaaaaadaaaaaa +cmaaaaaaiaaaaaaaniaaaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +fdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklklfdeieefceiabaaaa +eaaaabaafcaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafjaaaaaeegiocaaa +abaaaaaaccaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagiaaaaac +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +dcaabaaaaaaaaaaafgbfbaaaabaaaaaaegiacaaaabaaaaaacbaaaaaadcaaaaak +dccabaaaabaaaaaaegiacaaaabaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec4 tmpvar_2; + tmpvar_2.zw = vec2(0.0, 0.0); + tmpvar_2.x = tmpvar_1.x; + tmpvar_2.y = tmpvar_1.y; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_2).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp float _InWhite; +uniform highp float _InGamma; +uniform highp float _InBlack; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 tmpvar_1; + mediump vec4 original_2; + lowp vec4 tmpvar_3; + tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); + original_2 = tmpvar_3; + highp float tmpvar_4; + tmpvar_4 = (_InWhite - _InBlack); + highp vec4 tmpvar_5; + tmpvar_5.x = pow (((original_2.x - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.y = pow (((original_2.y - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.z = pow (((original_2.z - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.w = original_2.w; + tmpvar_1 = tmpvar_5; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec4 tmpvar_2; + tmpvar_2.zw = vec2(0.0, 0.0); + tmpvar_2.x = tmpvar_1.x; + tmpvar_2.y = tmpvar_1.y; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = (glstate_matrix_texture0 * tmpvar_2).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp float _InWhite; +uniform highp float _InGamma; +uniform highp float _InBlack; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 tmpvar_1; + mediump vec4 original_2; + lowp vec4 tmpvar_3; + tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); + original_2 = tmpvar_3; + highp float tmpvar_4; + tmpvar_4 = (_InWhite - _InBlack); + highp vec4 tmpvar_5; + tmpvar_5.x = pow (((original_2.x - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.y = pow (((original_2.y - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.z = pow (((original_2.z - _InBlack) / tmpvar_4), _InGamma); + tmpvar_5.w = original_2.w; + tmpvar_1 = tmpvar_5; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +"agal_vs +c8 0.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaamacaiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.zw, c8.x +aaaaaaaaaaaaadacadaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, a3 +bdaaaaaaaaaaacaeaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 v0.y, r0, c5 +bdaaaaaaaaaaabaeaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 v0.x, r0, c4 +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "UnityPerDraw" 0 +BindCB "UnityPerDrawTexMatrices" 1 +// 7 instructions, 1 temp regs, 0 temp arrays: +// ALU 2 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedkjfdmdegebiaplcnddhiannceeeaamhgabaaaaaaceadaaaaaeaaaaaa +daaaaaaaciabaaaahiacaaaammacaaaaebgpgodjpaaaaaaapaaaaaaaaaacpopp +laaaaaaaeaaaaaaaacaaceaaaaaadmaaaaaadmaaaaaaceaaabaadmaaaaaaaaaa +aeaaabaaaaaaaaaaabaacaaaacaaafaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaac +afaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjaafaaaaadaaaaadiaabaaffja +agaaoekaaeaaaaaeaaaaadoaafaaoekaabaaaajaaaaaoeiaafaaaaadaaaaapia +aaaaffjaacaaoekaaeaaaaaeaaaaapiaabaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaadaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefceiabaaaaeaaaabaafcaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafjaaaaaeegiocaaaabaaaaaaccaaaaaafpaaaaadpcbabaaa +aaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagiaaaaacabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaafgbfbaaaabaaaaaa +egiacaaaabaaaaaacbaaaaaadcaaaaakdccabaaaabaaaaaaegiacaaaabaaaaaa +caaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaadoaaaaabejfdeheoemaaaaaa +acaaaaaaaiaaaaaadiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +ebaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafaepfdejfeejepeo +aafeeffiedepepfceeaaklklepfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 310 +struct uvinfo { + highp vec4 pos; + highp vec2 uv; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp float _InBlack; +uniform highp float _InGamma; +uniform highp float _InWhite; +#line 316 +#line 192 +highp vec2 MultiplyUV( in highp mat4 mat, in highp vec2 inUV ) { + highp vec4 temp = vec4( inUV.x, inUV.y, 0.0, 0.0); + temp = (mat * temp); + #line 196 + return temp.xy; +} +#line 316 +uvinfo vert( in appdata_img v ) { + uvinfo i; + i.pos = (glstate_matrix_mvp * v.vertex); + #line 320 + i.uv = MultiplyUV( glstate_matrix_texture0, v.texcoord); + return i; +} +out highp vec2 xlv_TEXCOORD0; +void main() { + uvinfo xl_retval; + appdata_img xlt_v; + xlt_v.vertex = vec4(gl_Vertex); + xlt_v.texcoord = vec2(gl_MultiTexCoord0); + xl_retval = vert( xlt_v); + gl_Position = vec4(xl_retval.pos); + xlv_TEXCOORD0 = vec2(xl_retval.uv); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 310 +struct uvinfo { + highp vec4 pos; + highp vec2 uv; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp float _InBlack; +uniform highp float _InGamma; +uniform highp float _InWhite; +#line 316 +#line 323 +mediump vec4 frag( in uvinfo i ) { + #line 325 + mediump vec4 original = texture( _MainTex, i.uv); + highp float dIn = (_InWhite - _InBlack); + return vec4( pow( ((original.x - _InBlack) / dIn), _InGamma), pow( ((original.y - _InBlack) / dIn), _InGamma), pow( ((original.z - _InBlack) / dIn), _InGamma), original.w); +} +in highp vec2 xlv_TEXCOORD0; +void main() { + mediump vec4 xl_retval; + uvinfo xlt_i; + xlt_i.pos = vec4(0.0); + xlt_i.uv = vec2(xlv_TEXCOORD0); + xl_retval = frag( xlt_i); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 14 to 14, TEX: 1 to 1 +// d3d9 - ALU: 23 to 23, TEX: 1 to 1 +// d3d11 - ALU: 6 to 6, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 6 to 6, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_InBlack] +Float 1 [_InGamma] +Float 2 [_InWhite] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 1 TEX +PARAM c[3] = { program.local[0..2] }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MOV R1.x, c[0]; +ADD R1.x, -R1, c[2]; +RCP R1.x, R1.x; +ADD R0.x, R0, -c[0]; +MUL R0.x, R0, R1; +POW result.color.x, R0.x, c[1].x; +ADD R0.x, R0.y, -c[0]; +ADD R0.y, R0.z, -c[0].x; +MUL R0.x, R1, R0; +MUL R0.y, R1.x, R0; +POW result.color.y, R0.x, c[1].x; +POW result.color.z, R0.y, c[1].x; +MOV result.color.w, R0; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_InBlack] +Float 1 [_InGamma] +Float 2 [_InWhite] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 23 ALU, 1 TEX +dcl_2d s0 +dcl t0.xy +texld r1, t0, s0 +mov r0.x, c2 +add r0.x, -c0, r0 +rcp r0.x, r0.x +add r1.x, r1, -c0 +mul r1.x, r1, r0 +pow r2.y, r1.x, c1.x +mov r4.x, r2.y +add r1.x, r1.y, -c0 +mul r1.x, r0, r1 +add r2.x, r1.z, -c0 +pow r3.x, r1.x, c1.x +mul r0.x, r0, r2 +pow r2.x, r0.x, c1.x +mov r4.y, r3.x +mov_pp r4.w, r1 +mov r4.z, r2.x +mov_pp oC0, r4 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 32 // 28 used size, 4 vars +Float 16 [_InBlack] +Float 20 [_InGamma] +Float 24 [_InWhite] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 9 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfadiediocoliklidgdenejkdokmefhmcabaaaaaaaaacaaaaadaaaaaa +cmaaaaaaieaaaaaaliaaaaaaejfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefceaabaaaa +eaaaaaaafaaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaaaaaaaakbcaabaaaaaaaaaaa +akiacaiaebaaaaaaaaaaaaaaabaaaaaackiacaaaaaaaaaaaabaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +aaaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaaagiacaiaebaaaaaaaaaaaaaa +abaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaabaaaaaaaoaaaaahhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaacpaaaaafhcaabaaaaaaaaaaa +egacbaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaa +aaaaaaaaabaaaaaabjaaaaafhccabaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "flash " { +Keywords { } +Float 0 [_InBlack] +Float 1 [_InGamma] +Float 2 [_InWhite] +SetTexture 0 [_MainTex] 2D +"agal_ps +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +aaaaaaaaacaaapacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2, c0 +bfaaaaaaaaaaacacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r2.x +abaaaaaaaaaaabacaaaaaaffacaaaaaaaaaaaaaaacaaaaaa add r0.x, r0.y, r0.x +afaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r0.x, r0.x +acaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaoeabaaaaaa sub r1.x, r1.x, c0 +adaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r1.x, r1.x, r0.x +alaaaaaaacaaapacabaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r1.x, c1.x +aaaaaaaaaeaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.x, r2.x +acaaaaaaabaaabacabaaaaffacaaaaaaaaaaaaoeabaaaaaa sub r1.x, r1.y, c0 +adaaaaaaabaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r1.x, r0.x, r1.x +acaaaaaaacaaabacabaaaakkacaaaaaaaaaaaaoeabaaaaaa sub r2.x, r1.z, c0 +alaaaaaaadaaapacabaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r1.x, c1.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaacaaaaaa mul r0.x, r0.x, r2.x +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaeaaacacadaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.y +aaaaaaaaaeaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.w, r1.w +aaaaaaaaaeaaaeacacaaaakkacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r2.z +aaaaaaaaaaaaapadaeaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r4 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 32 // 28 used size, 4 vars +Float 16 [_InBlack] +Float 20 [_InGamma] +Float 24 [_InWhite] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 9 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhamnamedlgmjhefkfeaeidjbnbdcbmnpabaaaaaaciadaaaaaeaaaaaa +daaaaaaafeabaaaajmacaaaapeacaaaaebgpgodjbmabaaaabmabaaaaaaacpppp +oiaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaabaaabaaaaaaaaaaaaaaaaacppppbpaaaaacaaaaaaiaaaaaadlabpaaaaac +aaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadabaaaiia +aaaaaakbaaaakkkaagaaaaacabaaabiaabaappiaacaaaaadabaaaciaaaaaaaia +aaaaaakbafaaaaadabaaaciaabaaaaiaabaaffiacaaaaaadaaaacbiaabaaffia +aaaaffkaacaaaaadabaaaciaaaaaffiaaaaaaakbafaaaaadabaaaciaabaaaaia +abaaffiacaaaaaadaaaacciaabaaffiaaaaaffkaacaaaaadabaaaciaaaaakkia +aaaaaakbafaaaaadabaaabiaabaaaaiaabaaffiacaaaaaadaaaaceiaabaaaaia +aaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefceaabaaaaeaaaaaaa +faaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaaaaaaaakbcaabaaaaaaaaaaaakiacaia +ebaaaaaaaaaaaaaaabaaaaaackiacaaaaaaaaaaaabaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagiacaiaebaaaaaaaaaaaaaaabaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaabaaaaaaaoaaaaahhcaabaaaaaaaaaaa +jgahbaaaaaaaaaaaagaabaaaaaaaaaaacpaaaaafhcaabaaaaaaaaaaaegacbaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaa +abaaaaaabjaaaaafhccabaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheo +faaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafdfgfpfa +gphdgjhegjgpgoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + +#LINE 79 + + } + } + Fallback off +} diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/cutoff b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/cutoff new file mode 100644 index 0000000..43cbb27 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/cutoff @@ -0,0 +1,30010 @@ +Shader "KSP/Alpha/Cutoff" +{ + Properties + { + _Color ("Main Color", Color) = (1,1,1,1) + _MainTex("_MainTex (RGB Alpha(A))", 2D) = "white" {} + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + ColorMask RGB +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 19 to 79 +// d3d9 - ALU: 20 to 82 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[24] = { { 1 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 46 ALU +def c23, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c23.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c23.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpfkjedpcpejdmlifpiklacoeackmonekabaaaaaakeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaa +egadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaai +bcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaai +ccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaai +ecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaah +pcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaa +adaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaa +adaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaa +adaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"agal_vs +c23 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c23.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c23.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcpldkejaegkdiimlhgagepafninnoldlabaaaaaagialaaaaaeaaaaaa 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+epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 425 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + #line 433 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 438 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 442 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 446 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = 1.0; + #line 450 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 454 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_13.w) * tmpvar_13.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp 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+aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 424 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 428 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 437 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 441 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 445 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = 1.0; + #line 449 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + #line 453 + c.w = o.Alpha; + c.xyz += o.Emission; + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + mat3 tmpvar_13; + tmpvar_13[0].x = 0.816497; + tmpvar_13[0].y = -0.408248; + tmpvar_13[0].z = -0.408248; + tmpvar_13[1].x = 0.0; + tmpvar_13[1].y = 0.707107; + tmpvar_13[1].z = -0.707107; + tmpvar_13[2].x = 0.57735; + tmpvar_13[2].y = 0.57735; + tmpvar_13[2].z = 0.57735; + mediump vec3 scalePerBasisVector_14; + mediump vec3 lm_15; + lowp vec3 tmpvar_16; + tmpvar_16 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_15 = tmpvar_16; + lowp vec3 tmpvar_17; + tmpvar_17 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_14 = tmpvar_17; + lm_15 = (lm_15 * dot (clamp ((tmpvar_13 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_14)); + mediump vec3 tmpvar_18; + tmpvar_18 = (tmpvar_2 * lm_15); + c_1.xyz = tmpvar_18; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 scalePerBasisVector_16; + mediump vec3 lm_17; + lowp vec3 tmpvar_18; + tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + lm_17 = tmpvar_18; + lowp vec3 tmpvar_19; + tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + scalePerBasisVector_16 = tmpvar_19; + lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16)); + mediump vec3 tmpvar_20; + tmpvar_20 = (tmpvar_2 * lm_17); + c_1.xyz = tmpvar_20; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb +aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia +aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka +aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa +fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 424 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 428 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 438 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 442 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 446 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = 1.0; + #line 450 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + #line 454 + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + c.w = o.Alpha; + #line 458 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"!!ARBvp1.0 +# 48 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 48 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"vs_2_0 +; 51 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c25.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedcbjbonhhclicdaaelnfgpijdhehgjidfabaaaaaafeaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa 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+acaaaaaabhaaaaaaegaobaaaadaaaaaaaaaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaaegacbaaaaeaaaaaadiaaaaahccaabaaaabaaaaaabkaabaaaabaaaaaa +bkaabaaaabaaaaaadcaaaaakbcaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaa +abaaaaaabkaabaiaebaaaaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaa +acaaaaaabiaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float tmpvar_13; + mediump float lightShadowDataX_14; + highp float dist_15; + lowp float tmpvar_16; + tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_15 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = _LightShadowData.x; + lightShadowDataX_14 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_14); + tmpvar_13 = tmpvar_18; + lowp vec4 c_19; + c_19.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_13) * 2.0)); + c_19.w = tmpvar_4; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec4 o_29; + highp vec4 tmpvar_30; + tmpvar_30 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_31; + tmpvar_31.x = tmpvar_30.x; + tmpvar_31.y = (tmpvar_30.y * _ProjectionParams.x); + o_29.xy = (tmpvar_31 + tmpvar_30.w); + o_29.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_29; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +"agal_vs +c25 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedehollbdfljhgeohbnjkefkacnildhjooabaaaaaageamaaaaaeaaaaaa +daaaaaaadmaeaaaaoeakaaaakmalaaaaebgpgodjaeaeaaaaaeaeaaaaaaacpopp +iiadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaajaa +abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa +aaaaaaaaadaabaaaafaabdaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbiaaapka +aaaaiadpaaaaaadpaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaaeaaoeka 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+} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 430 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 434 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 438 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 443 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 448 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 452 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 456 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 460 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 464 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeiffcpdoacccnnanlhbhaokfgmccmaeabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float tmpvar_13; + mediump float lightShadowDataX_14; + highp float dist_15; + lowp float tmpvar_16; + tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_15 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = _LightShadowData.x; + lightShadowDataX_14 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14); + tmpvar_13 = tmpvar_18; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_13 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_15; + tmpvar_15 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_15, ((tmpvar_13.x * 2.0) * tmpvar_14.xyz)), (tmpvar_15 * tmpvar_13.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae 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+apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 445 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + #line 429 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 433 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 437 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 441 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 445 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 445 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 449 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 453 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 457 + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 461 + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 465 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeiffcpdoacccnnanlhbhaokfgmccmaeabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float tmpvar_13; + mediump float lightShadowDataX_14; + highp float dist_15; + lowp float tmpvar_16; + tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_15 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = _LightShadowData.x; + lightShadowDataX_14 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14); + tmpvar_13 = tmpvar_18; + mat3 tmpvar_19; + tmpvar_19[0].x = 0.816497; + tmpvar_19[0].y = -0.408248; + tmpvar_19[0].z = -0.408248; + tmpvar_19[1].x = 0.0; + tmpvar_19[1].y = 0.707107; + tmpvar_19[1].z = -0.707107; + tmpvar_19[2].x = 0.57735; + tmpvar_19[2].y = 0.57735; + tmpvar_19[2].z = 0.57735; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_19 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_20)); + lowp vec3 tmpvar_24; + tmpvar_24 = vec3((tmpvar_13 * 2.0)); + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_2 * min (lm_21, tmpvar_24)); + c_1.xyz = tmpvar_25; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_16; + tmpvar_16[0].x = 0.816497; + tmpvar_16[0].y = -0.408248; + tmpvar_16[0].z = -0.408248; + tmpvar_16[1].x = 0.0; + tmpvar_16[1].y = 0.707107; + tmpvar_16[1].z = -0.707107; + tmpvar_16[2].x = 0.57735; + tmpvar_16[2].y = 0.57735; + tmpvar_16[2].z = 0.57735; + mediump vec3 scalePerBasisVector_17; + mediump vec3 lm_18; + lowp vec3 tmpvar_19; + tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + lm_18 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + scalePerBasisVector_17 = tmpvar_20; + lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17)); + lowp vec3 arg1_21; + arg1_21 = ((tmpvar_13.x * 2.0) * tmpvar_14.xyz); + mediump vec3 tmpvar_22; + tmpvar_22 = (tmpvar_2 * max (min (lm_18, arg1_21), (lm_18 * tmpvar_13.x))); + c_1.xyz = tmpvar_22; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 445 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + #line 429 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 433 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 437 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 441 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 445 +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 449 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 453 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 457 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 461 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 465 + c.w = o.Alpha; + c.xyz += o.Emission; + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +"!!ARBvp1.0 +# 74 ALU +PARAM c[32] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..31] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 74 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"vs_2_0 +; 77 ALU +def c31, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c31.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c31.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c31.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c31.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhlnbkfjajeiagcedfglmiibeomlnbmgoabaaaaaapeakaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfiajaaaaeaaaabaa +fgacaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa 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+egaobaaaadaaaaaadcaaaaajpcaabaaaacaaaaaaegaobaaaacaaaaaaegaobaaa +acaaaaaaegaobaaaadaaaaaaeeaaaaafpcaabaaaadaaaaaaegaobaaaacaaaaaa +dcaaaaanpcaabaaaacaaaaaaegaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaa +aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaa +aceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaah +pcaabaaaaaaaaaaaegaobaaaaaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaa +aaaaaaaaegaobaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +diaaaaahpcaabaaaaaaaaaaaegaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaai +hcaabaaaacaaaaaafgafbaaaaaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaak +hcaabaaaacaaaaaaegiccaaaacaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaa +ajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"agal_vs +c31 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c31.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaabpaaaaaaabaaaaaa add r1, r2, c31.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaabpaaaaffabaaaaaa max r0, r0, c31.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c31.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedjhbdemlpiibhjdemaocdkpidgknlaeagabaaaaaalabaaaaaaeaaaaaa +daaaaaaaoiafaaaaeiapaaaababaaaaaebgpgodjlaafaaaalaafaaaaaaacpopp +deafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +acaaacaaaiaaaeaaaaaaaaaaacaabcaaahaaamaaaaaaaaaaadaaaaaaaeaabdaa 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+laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 437 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 425 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 433 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 437 +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 441 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 445 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 449 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 453 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + c.w = o.Alpha; + #line 457 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"!!ARBvp1.0 +# 79 ALU +PARAM c[33] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 79 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"vs_2_0 +; 82 ALU +def c33, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c33.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c33.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c33.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c33.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c33.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddlomligcbmgpbnhpookiepnhameoggheabaaaaaakealaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc 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highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float tmpvar_13; + mediump float lightShadowDataX_14; + highp float dist_15; + lowp float tmpvar_16; + tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_15 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = _LightShadowData.x; + lightShadowDataX_14 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_14); + tmpvar_13 = tmpvar_18; + lowp vec4 c_19; + c_19.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_13) * 2.0)); + c_19.w = tmpvar_4; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_5 = tmpvar_36; + highp vec4 o_37; + highp vec4 tmpvar_38; + tmpvar_38 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_39; + tmpvar_39.x = tmpvar_38.x; + tmpvar_39.y = (tmpvar_38.y * _ProjectionParams.x); + o_37.xy = (tmpvar_39 + tmpvar_38.w); + o_37.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_37; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp vec4 c_13; + c_13.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_13.w = tmpvar_4; + c_1.w = c_13.w; + c_1.xyz = (c_13.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +"agal_vs +c33 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB 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(normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 447 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 430 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 434 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 438 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 442 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 447 +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 451 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 455 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 459 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 463 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + c.w = o.Alpha; + #line 467 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float shadow_13; + lowp float tmpvar_14; + tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_15; + tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x))); + shadow_13 = tmpvar_15; + lowp vec4 c_16; + c_16.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_13) * 2.0)); + c_16.w = tmpvar_4; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 430 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 434 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 438 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 443 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 448 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 452 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 456 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 460 + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 464 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float shadow_13; + lowp float tmpvar_14; + tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_15; + tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x))); + shadow_13 = tmpvar_15; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_13 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 445 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + #line 429 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 433 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 437 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 441 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform lowp float _Cutoff; +#line 445 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 445 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 449 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 453 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 457 + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 461 + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 465 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float shadow_13; + lowp float tmpvar_14; + tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_15; + tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x))); + shadow_13 = tmpvar_15; + mat3 tmpvar_16; + tmpvar_16[0].x = 0.816497; + tmpvar_16[0].y = -0.408248; + tmpvar_16[0].z = -0.408248; + tmpvar_16[1].x = 0.0; + tmpvar_16[1].y = 0.707107; + tmpvar_16[1].z = -0.707107; + tmpvar_16[2].x = 0.57735; + tmpvar_16[2].y = 0.57735; + tmpvar_16[2].z = 0.57735; + mediump vec3 scalePerBasisVector_17; + mediump vec3 lm_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_18 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_17 = tmpvar_20; + lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17)); + lowp vec3 tmpvar_21; + tmpvar_21 = vec3((shadow_13 * 2.0)); + mediump vec3 tmpvar_22; + tmpvar_22 = (tmpvar_2 * min (lm_18, tmpvar_21)); + c_1.xyz = tmpvar_22; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 445 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + #line 429 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 433 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 437 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 441 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 425 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 445 +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 449 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 453 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 457 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 461 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 465 + c.w = o.Alpha; + c.xyz += o.Emission; + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp float tmpvar_11; + tmpvar_11 = color_6.w; + tmpvar_4 = tmpvar_11; + lowp float x_12; + x_12 = (tmpvar_4 - _Cutoff); + if ((x_12 < 0.0)) { + discard; + }; + lowp float shadow_13; + lowp float tmpvar_14; + tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_15; + tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x))); + shadow_13 = tmpvar_15; + lowp vec4 c_16; + c_16.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_13) * 2.0)); + c_16.w = tmpvar_4; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 447 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 430 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 434 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 438 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 442 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 403 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 447 +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 403 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 407 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 411 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 451 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 455 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 459 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 463 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + c.w = o.Alpha; + #line 467 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 15 to 26, TEX: 1 to 4 +// d3d9 - ALU: 18 to 27, TEX: 2 to 5 +// d3d11 - ALU: 13 to 23, TEX: 1 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 13 to 23, TEX: 1 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 17 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +SLT R1.x, R0.w, c[3]; +MOV result.color.w, R0; +KIL -R1.x; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL_SAT R1.x, R1, fragment.texcoord[1].z; +ADD R1.w, -R1.x, c[4].z; +POW R2.x, R1.w, c[1].x; +MUL R1.xyz, R0, c[0]; +MAX R1.w, fragment.texcoord[2].z, c[4].x; +MUL R2.xyz, R2.x, c[2]; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0, fragment.texcoord[3]; +MUL R2.xyz, R2, c[2].w; +MAD R0.xyz, R1, c[4].y, R0; +ADD result.color.xyz, R0, R2; +END +# 17 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 21 ALU, 2 TEX +dcl_2d s0 +def c4, 1.00000000, 0.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r1, t0, s0 +mul_pp r3.xyz, r1, t3 +add_pp r0.x, r1.w, -c3 +cmp r0.x, r0, c4.y, c4 +mov_pp r0, -r0.x +mul_pp r1.xyz, r1, c0 +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.w, r0.x, c1.x +mov_pp r0.x, r2.w +mul r0.xyz, r0.x, c2 +mul r2.xyz, r0, c2.w +max_pp r0.x, t2.z, c4.y +mul_pp r0.xyz, r0.x, r1 +mad_pp r0.xyz, r0, c4.z, r3 +add_pp r0.xyz, r0, r2 +mov_pp r0.w, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecediaekhjbhglekgcilmgobfchdnknjbdggabaaaaaajmadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcjeacaaaaeaaaaaaakfaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaagaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaabaaaaaadeaaaaahbcaabaaaabaaaaaackbabaaa +adaaaaaaabeaaaaaaaaaaaaaaaaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaiocaabaaaabaaaaaaagajbaaaaaaaaaaaagijcaaa +aaaaaaaaabaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaa +aeaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaabaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaabaaaaaah +icaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"agal_ps +c4 1.0 0.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +adaaaaaaadaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r1.xyzz, v3 +acaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa sub r0.x, r1.w, c3 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaacaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r2.xyz, r0.xyzz, c2.w +ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c4.z +abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedoameccjoegmghingembblemjddioginbabaaaaaaeiafaaaaaeaaaaaa +daaaaaaaniabaaaaheaeaaaabeafaaaaebgpgodjkaabaaaakaabaaaaaaacpppp +feabaaaaemaaaaaaadaaciaaaaaaemaaaaaaemaaabaaceaaaaaaemaaaaaaaaaa +aaaaabaaabaaaaaaaaaaaaaaaaaaadaaacaaabaaaaaaaaaaaaaaagaaabaaadaa +aaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaajaaaaiapkaecaaaaad +aaaacpiaaaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaadaaaakbebaaaaab +abaaapiaalaaaaadabaacbiaacaakklaaeaaffkaacaaaaadabaacbiaabaaaaia +abaaaaiaafaaaaadabaacoiaaaaabliaaaaablkaafaaaaadacaachiaaaaaoeia +adaaoelaaeaaaaaeabaachiaabaabliaabaaaaiaacaaoeiaaiaaaaadabaaaiia +abaaoelaabaaoelaahaaaaacabaaaiiaabaappiaafaaaaadabaabiiaabaappia +abaakklaacaaaaadabaaciiaabaappibaeaaaakacaaaaaadacaaabiaabaappia +abaaffkaafaaaaadacaaahiaacaaaaiaacaaoekaaeaaaaaeaaaachiaacaaoeia +acaappkaabaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcjeacaaaa +eaaaaaaakfaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaagaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaadeaaaaahbcaabaaaabaaaaaackbabaaaadaaaaaaabeaaaaa +aaaaaaaaaaaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaaiocaabaaaabaaaaaaagajbaaaaaaaaaaaagijcaaaaaaaaaaaabaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaaaeaaaaaadgaaaaaf +iccabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaajgahbaaa +abaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaa +dkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaeaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaeaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 15 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +SLT R1.x, R0.w, c[2]; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R2.x; +MUL_SAT R2.x, R2, fragment.texcoord[1].z; +ADD R2.x, -R2, c[3].y; +POW R2.x, R2.x, c[0].x; +MUL R2.xyz, R2.x, c[1]; +MUL R2.xyz, R2, c[1].w; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[2], texture[1], 2D; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +END +# 15 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"ps_2_0 +; 18 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 0.00000000, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r1, t2, s1 +add_pp r0.x, r3.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r3, r1 +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r2.x, r0.x, c0.x +mov_pp r0.x, r2.x +mul r0.xyz, r0.x, c1 +mul r0.xyz, r0, c1.w +mad_pp r0.xyz, r1, c3.z, r0 +mov_pp r0.w, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 19 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedanglfaclfokhffenoeofkhjkmhnphklfabaaaaaaheadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcieacaaaaeaaaaaaakbaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaahaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaahbcaabaaa +abaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +diaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaf +iccabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"agal_ps +c3 1.0 0.0 8.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point> +acaaaaaaaaaaabacadaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r3.w, c2 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r3.xyzz, r1.xyzz +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3 +alaaaaaaacaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r2, r0.x, c0.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1 +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaaiacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r3.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 19 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjlnoakafbofimokdlkflcomaggaipkclabaaaaaaaeafaaaaaeaaaaaa +daaaaaaalmabaaaaeiaeaaaanaaeaaaaebgpgodjieabaaaaieabaaaaaaacpppp +eaabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadabaacpia +aaaappiaacaaaakbabaaaaacacaaadiaaaaabllaebaaaaababaaapiaecaaaaad +abaacpiaacaaoeiaabaioekaaiaaaaadacaaabiaabaaoelaabaaoelaahaaaaac +acaaabiaacaaaaiaafaaaaadacaabbiaacaaaaiaabaakklaacaaaaadacaacbia +acaaaaibadaaaakacaaaaaadadaaaiiaacaaaaiaaaaaffkaafaaaaadacaaahia +adaappiaabaaoekaafaaaaadacaachiaacaaoeiaabaappkaafaaaaadabaaciia +abaappiaadaaffkaafaaaaadabaachiaabaaoeiaabaappiaaeaaaaaeaaaachia +aaaaoeiaabaaoeiaacaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +ieacaaaaeaaaaaaakbaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaa +aaaaaaaaakiacaiaebaaaaaaaaaaaaaaahaaaaaadbaaaaahbcaabaaaabaaaaaa +akaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaabaaaaaah +bcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadicaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +bcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaa +abaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaa +aaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2, fragment.texcoord[2], texture[2], 2D; +SLT R1.x, R0.w, c[2]; +MUL R2.xyz, R2.w, R2; +DP3 R3.x, fragment.texcoord[1], fragment.texcoord[1]; +MUL R2.xyz, R2, c[3].y; +RSQ R3.x, R3.x; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[2], texture[1], 2D; +MUL R1.xyz, R1.w, R1; +MUL_SAT R1.w, R3.x, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].z; +POW R2.w, R1.w, c[0].x; +DP3 R1.w, R2, c[3].x; +MUL R2.xyz, R2.w, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R2.xyz, R2, c[1].w; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +END +# 20 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"ps_2_0 +; 22 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r2, t2, s1 +texld r1, t2, s2 +add_pp r0.x, r3.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +mul_pp r1.xyz, r1.w, r1 +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r4.w, r0.x, c0.x +mov_pp r0.x, r4.w +mul r4.xyz, r0.x, c1 +mul_pp r0.xyz, r1, c3.z +mul_pp r1.xyz, r2.w, r2 +dp3_pp r0.x, r0, c3.w +mul_pp r0.xyz, r1, r0.x +mul r1.xyz, r4, c1.w +mul_pp r0.xyz, r3, r0 +mad_pp r0.xyz, r0, c3.w, r1 +mov_pp r0.w, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmafdplimdnlohngpabfcfpaanbcahldoabaaaaaadaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefceaadaaaaeaaaaaaanaaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaahaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaahbcaabaaaabaaaaaa +akaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaia +ebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaa +adaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaa +abaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaabaaaaaakicaabaaaabaaaaaa +aceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaacaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +diaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaacaaaaaadiaaaaahhcaabaaa +acaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaa +aaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"agal_ps +c3 1.0 0.0 0.57735 8.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r2, v2, s1 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point> +acaaaaaaaaaaabacadaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r3.w, c2 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaaeaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r4.z, r0.z +abaaaaaaaaaaabacaeaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r4.z, c3 +alaaaaaaaeaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r4, r0.x, c0.x +aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x +adaaaaaaaeaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r4.xyz, r0.x, c1 +adaaaaaaaaaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r0.xyz, r1.xyzz, c3.z +adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaadaaaappabaaaaaa dp3 r0.x, r0.xyzz, c3.w +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaappabaaaaaa mul r1.xyz, r4.xyzz, c1.w +adaaaaaaaaaaahacadaaaakeacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r3.xyzz, r0.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaaiacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r3.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlohlbgkjnbkagnecpblggmkncimgghdjabaaaaaacaagaaaaaeaaaaaa +daaaaaaabmacaaaageafaaaaomafaaaaebgpgodjoeabaaaaoeabaaaaaaacpppp +jmabaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaecaaaaadaaaacpia +aaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaacaaaakbabaaaaacacaaadia +aaaabllaebaaaaababaaapiaecaaaaadabaacpiaacaaoeiaacaioekaecaaaaad +acaacpiaacaaoeiaabaioekaafaaaaadabaaciiaabaappiaadaaffkaafaaaaad +abaachiaabaaoeiaabaappiaaiaaaaadabaacbiaadaakkkaabaaoeiaafaaaaad +acaaciiaacaappiaadaaffkaafaaaaadabaacoiaacaabliaacaappiaafaaaaad +abaachiaabaaaaiaabaabliaaiaaaaadabaaaiiaabaaoelaabaaoelaahaaaaac +abaaaiiaabaappiaafaaaaadabaabiiaabaappiaabaakklaacaaaaadabaaciia +abaappibadaaaakacaaaaaadacaaabiaabaappiaaaaaffkaafaaaaadacaaahia +acaaaaiaabaaoekaafaaaaadacaachiaacaaoeiaabaappkaaeaaaaaeaaaachia +aaaaoeiaabaaoeiaacaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +eaadaaaaeaaaaaaanaaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaa +akiacaiaebaaaaaaaaaaaaaaahaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaa +abaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaabaaaaaahbcaabaaa +abaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadicaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaa +abaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaabaaaaaabaaaaaakicaabaaaabaaaaaaaceaaaaadkmnbddpdkmnbddp +dkmnbddpaaaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaacaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaa +doaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 19 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R2.x, fragment.texcoord[4], texture[1], 2D; +SLT R1.x, R0.w, c[3]; +MOV result.color.w, R0; +KIL -R1.x; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL_SAT R1.w, R1.x, fragment.texcoord[1].z; +ADD R2.y, -R1.w, c[4].z; +MUL R1.xyz, R0, c[0]; +MAX R1.w, fragment.texcoord[2].z, c[4].x; +MUL R1.w, R1, R2.x; +POW R2.x, R2.y, c[1].x; +MUL R2.xyz, R2.x, c[2]; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0, fragment.texcoord[3]; +MUL R2.xyz, R2, c[2].w; +MAD R0.xyz, R1, c[4].y, R0; +ADD result.color.xyz, R0, R2; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"ps_2_0 +; 22 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 1.00000000, 0.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texld r2, t0, s0 +texldp r3, t4, s1 +mul_pp r4.xyz, r2, c0 +add_pp r0.x, r2.w, -c3 +cmp r0.x, r0, c4.y, c4 +mov_pp r0, -r0.x +mul_pp r2.xyz, r2, t3 +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +max_pp r1.x, t2.z, c4.y +mul_pp r1.x, r1, r3 +mul_pp r1.xyz, r1.x, r4 +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mad_pp r1.xyz, r1, c4.z, r2 +add_pp r0.xyz, r1, r0 +mov_pp r0.w, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 22 instructions, 2 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkohnccknddjmieijfjdcgpmjhboeeppiabaaaaaabmaeaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpmacaaaa +eaaaaaaalpaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaakaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaabaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +afaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaaaaaaaaadeaaaaahccaabaaaabaaaaaackbabaaa +adaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaa +agaabaaaabaaaaaadiaaaaaiocaabaaaabaaaaaaagajbaaaaaaaaaaaagijcaaa +aaaaaaaaabaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaa +aeaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaabaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaabaaaaaah +icaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaa +aaaaaaaaegiccaaaaaaaaaaaaiaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaiaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"agal_ps +c4 1.0 0.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w +ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point> +adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0 +acaaaaaaaaaaabacacaaaappacaaaaaaadaaaaoeabaaaaaa sub r0.x, r2.w, c3 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r2.xyzz, v3 +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z +abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4 +alaaaaaaabaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r1, r0.x, c1.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +ahaaaaaaabaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r1.x, v2.z, c4.y +adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r1.x, r1.x, r3.x +adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.x, r4.xyzz +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c4.z +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 22 instructions, 2 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedikjklkfejkdehodmafngkajggobgfommabaaaaaaceagaaaaaeaaaaaa +daaaaaaadeacaaaadiafaaaapaafaaaaebgpgodjpmabaaaapmabaaaaaaacpppp +kmabaaaafaaaaaaaadaacmaaaaaafaaaaaaafaaaacaaceaaaaaafaaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaaaahaaacaaabaaaaaaaaaaaaaaakaa +abaaadaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaac +aaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaecaaaaadaaaacpia +aaaaoelaabaioekaacaaaaadabaacpiaaaaappiaadaaaakbagaaaaacacaaaiia +aeaapplaafaaaaadacaaadiaacaappiaaeaaoelaebaaaaababaaapiaecaaaaad +abaacpiaacaaoeiaaaaioekaafaaaaadabaacbiaabaaaaiaacaakklafiaaaaae +abaacbiaacaakklaabaaaaiaaeaaffkaacaaaaadabaacbiaabaaaaiaabaaaaia +afaaaaadabaacoiaaaaabliaaaaablkaafaaaaadacaachiaaaaaoeiaadaaoela +aeaaaaaeabaachiaabaabliaabaaaaiaacaaoeiaaiaaaaadabaaaiiaabaaoela +abaaoelaahaaaaacabaaaiiaabaappiaafaaaaadabaabiiaabaappiaabaakkla +acaaaaadabaaciiaabaappibaeaaaakacaaaaaadacaaabiaabaappiaabaaffka +afaaaaadacaaahiaacaaaaiaacaaoekaaeaaaaaeaaaachiaacaaoeiaacaappka +abaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcpmacaaaaeaaaaaaa +lpaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadecbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad +lcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaaj +pcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +aaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaa +akaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaa +anaaaeadakaabaaaabaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaafaaaaaa +pgbpbaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadeaaaaahccaabaaaabaaaaaackbabaaaadaaaaaa +abeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaaagaabaaa +abaaaaaadiaaaaaiocaabaaaabaaaaaaagajbaaaaaaaaaaaagijcaaaaaaaaaaa +abaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegbcbaaaaeaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaa +jgahbaaaabaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaa +aaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaa +egiccaaaaaaaaaaaaiaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaiaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaeaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1, fragment.texcoord[0], texture[0], 2D; +TXP R2.x, fragment.texcoord[3], texture[1], 2D; +SLT R0.x, R1.w, c[2]; +DP3 R2.y, fragment.texcoord[1], fragment.texcoord[1]; +MOV result.color.w, R1; +KIL -R0.x; +TEX R0, fragment.texcoord[2], texture[2], 2D; +MUL R3.xyz, R0.w, R0; +MUL R0.xyz, R0, R2.x; +RSQ R0.w, R2.y; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3].z; +MUL R3.xyz, R3, c[3].x; +MUL R0.xyz, R0, c[3].y; +MIN R2.yzw, R3.xxyz, R0.xxyz; +POW R0.w, R0.w, c[0].x; +MUL R0.xyz, R0.w, c[1]; +MUL R3.xyz, R3, R2.x; +MUL R0.xyz, R0, c[1].w; +MAX R2.xyz, R2.yzww, R3; +MAD result.color.xyz, R1, R2, R0; +END +# 21 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 23 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 1.00000000, 0.00000000, 8.00000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r1, t0, s0 +texldp r5, t3, s1 +texld r2, t2, s2 +add_pp r0.x, r1.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +mul_pp r4.xyz, r2, r5.x +mul_pp r2.xyz, r2.w, r2 +mul_pp r2.xyz, r2, c3.z +mul_pp r4.xyz, r4, c3.w +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r3.w, r0.x, c0.x +mov_pp r0.x, r3.w +min_pp r3.xyz, r2, r4 +mul r0.xyz, r0.x, c1 +mul_pp r2.xyz, r2, r5.x +mul r0.xyz, r0, c1.w +max_pp r2.xyz, r3, r2 +mad_pp r0.xyz, r1, r2, r0 +mov_pp r0.w, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 180 used size, 10 vars +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 176 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecednggcaemokjcpncfpgifgjolgeblhppjhabaaaaaaiaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefchiadaaaaeaaaaaaanoaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaalaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaaaaaaaaaaaaaaaahccaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahocaabaaaabaaaaaafgafbaaaabaaaaaaagajbaaa +acaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaacaaaaaaddaaaaah +ocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaa +acaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaa +jgahbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +dicaaaahicaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaai +icaabaaaabaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaa +abaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaa +aiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aiaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c3 1.0 0.0 8.0 2.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +acaaaaaaaaaaabacabaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r1.w, c2 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaffabaaaaaa slt r0.x, r0.x, c3.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaaeaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r4.xyz, r2.xyzz, r5.x +adaaaaaaacaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r2.w, r2.xyzz +adaaaaaaacaaahacacaaaakeacaaaaaaadaaaakkabaaaaaa mul r2.xyz, r2.xyzz, c3.z +adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r4.xyz, r4.xyzz, c3.w +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaadaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r3.z, r0.z +abaaaaaaaaaaabacadaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r3.z, c3 +alaaaaaaadaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r3, r0.x, c0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +agaaaaaaadaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r3.xyz, r2.xyzz, r4.xyzz +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1 +adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w +ahaaaaaaacaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r3.xyzz, r2.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r1.xyzz, r2.xyzz +abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz +aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 180 used size, 10 vars +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 176 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedenmiiheendpficiicecnibbbgnmcbnicabaaaaaakiagaaaaaeaaaaaa +daaaaaaafeacaaaaneafaaaaheagaaaaebgpgodjbmacaaaabmacaaaaaaacpppp +neabaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaabaaaaaa +aaababaaacacacaaaaaaahaaacaaaaaaaaaaaaaaaaaaalaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaecaaaaadaaaacpiaaaaaoelaabaioekaacaaaaadabaacpiaaaaappia +acaaaakbagaaaaacacaaaiiaacaapplaafaaaaadacaaadiaacaappiaacaaoela +abaaaaacadaaadiaaaaabllaebaaaaababaaapiaecaaaaadabaacpiaacaaoeia +aaaioekaecaaaaadacaacpiaadaaoeiaacaioekaacaaaaadabaacciaabaaaaia +abaaaaiaafaaaaadabaacoiaacaabliaabaaffiaafaaaaadacaaciiaacaappia +adaaffkaafaaaaadacaachiaacaaoeiaacaappiaakaaaaadadaachiaabaablia +acaaoeiaafaaaaadabaachiaabaaaaiaacaaoeiaalaaaaadacaachiaadaaoeia +abaaoeiaaiaaaaadacaaaiiaabaaoelaabaaoelaahaaaaacacaaaiiaacaappia +afaaaaadacaabiiaacaappiaabaakklaacaaaaadacaaciiaacaappibadaaaaka +caaaaaadabaaabiaacaappiaaaaaffkaafaaaaadabaaahiaabaaaaiaabaaoeka +afaaaaadabaachiaabaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaacaaoeia +abaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefchiadaaaaeaaaaaaa +noaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaa +aaaaaaaaakiacaiaebaaaaaaaaaaaaaaalaaaaaadbaaaaahbcaabaaaabaaaaaa +akaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaah +ccaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaah +ocaabaaaabaaaaaafgafbaaaabaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaa +acaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaapgapbaaaacaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaa +abaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaa +egacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaa +acaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaabaaaaaadkaabaia +ebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaaaaaaaaaa +ahaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaa +acaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadgaaaaaf +iccabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 26 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TXP R3.x, fragment.texcoord[3], texture[1], 2D; +MUL R3.yzw, R1.w, R1.xxyz; +SLT R0.x, R2.w, c[2]; +MUL R1.xyz, R1, R3.x; +MUL R1.xyz, R1, c[3].z; +MOV result.color.w, R2; +KIL -R0.x; +TEX R0, fragment.texcoord[2], texture[3], 2D; +MUL R0.xyz, R0.w, R0; +MUL R0.xyz, R0, c[3].y; +DP3 R0.x, R0, c[3].x; +MUL R0.xyz, R3.yzww, R0.x; +MUL R0.xyz, R0, c[3].x; +MIN R3.yzw, R0.xxyz, R1.xxyz; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3]; +POW R0.w, R0.w, c[0].x; +MUL R1.xyz, R0.w, c[1]; +MUL R0.xyz, R0, R3.x; +MUL R1.xyz, R1, c[1].w; +MAX R0.xyz, R3.yzww, R0; +MAD result.color.xyz, R2, R0, R1; +END +# 26 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 27 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000 +def c4, 2.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r2, t0, s0 +texldp r5, t3, s1 +texld r3, t2, s2 +add_pp r0.x, r2.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +mul_pp r4.xyz, r3.w, r3 +texkill r0.xyzw +texld r0, t2, s3 +mul_pp r0.xyz, r0.w, r0 +mul_pp r1.xyz, r0, c3.z +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +dp3_pp r1.x, r1, c3.w +mul_pp r1.xyz, r4, r1.x +mul_pp r4.xyz, r1, c3.w +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c0.x +mul_pp r0.xyz, r3, r5.x +mul_pp r3.xyz, r0, c4.x +mov_pp r0.x, r1.w +min_pp r1.xyz, r4, r3 +mul r0.xyz, r0.x, c1 +mul_pp r3.xyz, r4, r5.x +mul r0.xyz, r0, c1.w +max_pp r1.xyz, r1, r3 +mad_pp r0.xyz, r2, r1, r0 +mov_pp r0.w, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 180 used size, 10 vars +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 176 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedaohcepbnajfpcfjmddiblnbbnafgpocfabaaaaaadmafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcdeaeaaaaeaaaaaaaanabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaalaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa +baaaaaakbcaabaaaabaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaa +egacbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaaacaaaaaafgafbaaa +abaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaabaaaaaajgahbaaaabaaaaaa +aoaaaaahdcaabaaaadaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj +pcaabaaaadaaaaaaegaabaaaadaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaabaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadiaaaaah +hcaabaaaadaaaaaaegacbaaaabaaaaaaagaabaaaadaaaaaadiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaaddaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaaegacbaaa +adaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaa +abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaa +bkiacaaaaaaaaaaaahaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaiaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"agal_ps +c3 1.0 0.0 0.57735 8.0 +c4 2.0 0.0 0.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point> +acaaaaaaaaaaabacacaaaappacaaaaaaacaaaaoeabaaaaaa sub r0.x, r2.w, c2 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaffabaaaaaa slt r0.x, r0.x, c4.y +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaaeaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r4.xyz, r3.w, r3.xyzz +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r0.xyzz, c3.z +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bcaaaaaaabaaabacabaaaakeacaaaaaaadaaaappabaaaaaa dp3 r1.x, r1.xyzz, c3.w +adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x +adaaaaaaaeaaahacabaaaakeacaaaaaaadaaaappabaaaaaa mul r4.xyz, r1.xyzz, c3.w +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3 +alaaaaaaabaaapacaaaaaaaaacaaaaaaaaaaaaaaabaaaaaa pow r1, r0.x, c0.x +adaaaaaaaaaaahacadaaaakeacaaaaaaafaaaaaaacaaaaaa mul r0.xyz, r3.xyzz, r5.x +adaaaaaaadaaahacaaaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r3.xyz, r0.xyzz, c4.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +agaaaaaaabaaahacaeaaaakeacaaaaaaadaaaakeacaaaaaa min r1.xyz, r4.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaaoeabaaaaaa mul r0.xyz, r0.x, c1 +adaaaaaaadaaahacaeaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r4.xyzz, r5.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w +ahaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 180 used size, 10 vars +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +Float 176 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfocggkcdpcdadmjammilonibjibocboeabaaaaaameahaaaaaeaaaaaa +daaaaaaaleacaaaapaagaaaajaahaaaaebgpgodjhmacaaaahmacaaaaaaacpppp +daacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaabaaaaaa +aaababaaacacacaaadadadaaaaaaahaaacaaaaaaaaaaaaaaaaaaalaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaecaaaaadaaaacpiaaaaaoela 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+egacbaaaacaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadgaaaaaficcabaaa +aaaaaaaadkaabaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } + ColorMask RGB +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 16 to 25 +// d3d9 - ALU: 19 to 28 +// d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkpenodabkfekmjabbconkkepgffgijmcabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa 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+egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_12; + c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_11)).w) * 2.0)); + c_12.w = tmpvar_4; + c_1.xyz = c_12.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_12; + c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_11)).w) * 2.0)); + c_12.w = tmpvar_4; + c_1.xyz = c_12.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbmeedpmjhpecllpnedbhjcehdjlmcnhbabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae +abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 422 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 426 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 430 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 397 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 401 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 405 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 433 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 435 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 439 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 443 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + #line 447 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 10 [_MainTex_ST] +"!!ARBvp1.0 +# 16 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[9]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R2, R0; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"vs_2_0 +; 19 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c6 +dp4 r3.z, c8, r0 +mul r2.xyz, r1, v1.w +mov r0, c5 +mov r1, c4 +dp4 r3.y, c8, r0 +dp4 r3.x, c8, r1 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhdnjbffokhfdklednleiibkkenifmiclabaaaaaaciaeaaaaadaaaaaa +cmaaaaaapeaaaaaageabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklfdeieefclmacaaaaeaaaabaakpaaaaaafjaaaaaeegiocaaaaaaaaaaa +agaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa +beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac +acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal +dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_10; + c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0)); + c_10.w = tmpvar_4; + c_1.xyz = c_10.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_10; + c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0)); + c_10.w = tmpvar_4; + c_1.xyz = c_10.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaadaaaeacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c8, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaadaaacacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c8, r0 +bdaaaaaaadaaabacaiaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c8, r1 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcffilmljbembgilolmodlpdojfnebnmmabaaaaaaamagaaaaaeaaaaaa +daaaaaaabaacaaaaneaeaaaajmafaaaaebgpgodjniabaaaaniabaaaaaaacpopp +iaabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +abaaabaaaaaaaaaaabaaaaaaabaaacaaaaaaaaaaacaaaaaaaeaaadaaaaaaaaaa +acaabaaaaeaaahaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapia +acaaoekaafaaaaadabaaahiaaaaaffiaaiaaoekaaeaaaaaeabaaahiaahaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiaajaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiaakaaoekaaaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaaeaaoekaaeaaaaaeaaaaapiaadaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaafaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +agaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia +abaaaaacaaaaammaaaaaoeiappppaaaafdeieefclmacaaaaeaaaabaakpaaaaaa +fjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaa +fjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaad +pcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +giaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 415 +uniform highp vec4 _MainTex_ST; +#line 428 +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 416 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 419 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 423 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 415 +uniform highp vec4 _MainTex_ST; +#line 428 +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 429 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 432 + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 436 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 440 + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingLambert( o, lightDir, 1.0); + c.w = o.Alpha; + #line 444 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].w, R0, c[16]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 28 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.w, r0, c15 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedimngfcnhilhddncjglppmjfpkkcfgimfabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpcaabaaaabaaaaaa +egiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaaabaaaaaadcaaaaak +pccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaobaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp vec2 P_11; + P_11 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_13; + atten_13 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_11).w) * texture2D (_LightTextureB0, vec2(tmpvar_12)).w); + lowp vec4 c_14; + c_14.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_13) * 2.0)); + c_14.w = tmpvar_4; + c_1.xyz = c_14.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp vec2 P_11; + P_11 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_12; + tmpvar_12 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_13; + atten_13 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_11).w) * texture2D (_LightTextureB0, vec2(tmpvar_12)).w); + lowp vec4 c_14; + c_14.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_13) * 2.0)); + c_14.w = tmpvar_4; + c_1.xyz = c_14.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v2.w, r0, c15 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedadfbhcndendpicombbjgdfpdnpcopfblabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia 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+} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 406 +#line 427 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 428 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 431 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 435 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + #line 439 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 406 +#line 427 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 414 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 442 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 444 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + #line 456 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkpenodabkfekmjabbconkkepgffgijmcabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_12; + c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_11)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_12.w = tmpvar_4; + c_1.xyz = c_12.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + mediump vec3 tmpvar_10; + tmpvar_10 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_12; + c_12.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_11)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_12.w = tmpvar_4; + c_1.xyz = c_12.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbmeedpmjhpecllpnedbhjcehdjlmcnhbabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae +abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 423 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 427 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 431 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 419 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 406 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 440 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 444 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + #line 448 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Matrix 13 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 22 ALU +PARAM c[19] = { program.local[0], + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[17]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 22 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mul r2.xyz, r1, v1.w +mov r1, c8 +dp4 r3.x, c16, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c17, c17.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedldjedbaimlodeonecdlhimgmiokohphjabaaaaaahmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +piadaaaaeaaaabaapoaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaa +dcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaabaaaaaaaaaaadcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaagaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_10; + c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_10.w = tmpvar_4; + c_1.xyz = c_10.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + highp vec4 color_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_MainTex, xlv_TEXCOORD0); + color_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = color_5.xyz; + tmpvar_3 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = color_5.w; + tmpvar_4 = tmpvar_8; + lowp float x_9; + x_9 = (tmpvar_4 - _Cutoff); + if ((x_9 < 0.0)) { + discard; + }; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_10; + c_10.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_10.w = tmpvar_4; + c_1.xyz = c_10.xyz; + c_1.w = tmpvar_4; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r0.xyyy, c17.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedallbidmeeckfamnppofkegfbkoifplgaabaaaaaaaeaiaaaaaeaaaaaa +daaaaaaaleacaaaaleagaaaahmahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +biacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaaiaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaiaaaaad +abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia +abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad +abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad +abaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaae +aaaaapiaalaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkja +aaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaappjaaaaaoeiaafaaaaadabaaadia +aaaaffiaacaaobkaaeaaaaaeaaaaadiaabaaobkaaaaaaaiaabaaoeiaaeaaaaae +aaaaadiaadaaobkaaaaakkiaaaaaoeiaaeaaaaaeaaaaamoaaeaabekaaaaappia +aaaaeeiaafaaaaadaaaaapiaaaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaakaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpiadaaaaeaaaabaa +poaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +abaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaa +gfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa +acaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaafgafbaaa +aaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaa +aaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaaaaaaaaaa +dcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaa +agaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 422 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 426 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + #line 430 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 418 +uniform highp vec4 _MainTex_ST; +uniform lowp float _Cutoff; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 397 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 401 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 405 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 433 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 435 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 439 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 443 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + #line 447 + c.w = o.Alpha; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 8 to 20, TEX: 1 to 3 +// d3d9 - ALU: 8 to 20, TEX: 2 to 4 +// d3d11 - ALU: 6 to 16, TEX: 1 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 6 to 16, TEX: 1 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 2 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2]; +SLT R1.y, R0.w, c[1].x; +MUL R0.xyz, R0, c[0]; +MOV result.color.w, R0; +TEX R1.w, R1.x, texture[1], 2D; +KIL -R1.y; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL R1.x, R1, fragment.texcoord[1].z; +MAX R1.x, R1, c[2]; +MUL R1.x, R1, R1.w; +MUL R0.xyz, R1.x, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 15 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c2, 0.00000000, 1.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r1, t0, s0 +add_pp r0.x, r1.w, -c1 +cmp r2.x, r0, c2, c2.y +mov_pp r2, -r2.x +dp3 r0.x, t2, t2 +mov r0.xy, r0.x +mul_pp r1.xyz, r1, c0 +mov_pp r0.w, r1 +texkill r2.xyzw +texld r2, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mul_pp r0.z, r0.x, t1 +max_pp r0.x, r0.z, c2 +mul_pp r0.x, r0, r2 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c2.z +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 15 instructions, 3 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedffmlppjfgpediefbinollgneihghpfhjabaaaaaaaaadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcbaacaaaaeaaaaaaaieaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahbcaabaaa +abaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaadeaaaaahbcaabaaaabaaaaaa +akaabaaaabaaaaaaabeaaaaaaaaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaa +adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaafgafbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaaagaabaaa +abaaaaaaagaabaaaacaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egiccaaaaaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaahhccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c2 0.0 1.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +acaaaaaaaaaaabacabaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r1.w, c1 +ckaaaaaaacaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r2.x, r0.x, c2.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +bfaaaaaaacaaapacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r2, r2.x +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +chaaaaaaaaaaaaaaacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r2.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +ahaaaaaaaaaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r0.x, r0.z, c2 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z +aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 15 instructions, 3 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgmldhgamkdplpbnnehihabjkpapbkdjgabaaaaaaimaeaaaaaeaaaaaa +daaaaaaaliabaaaanaadaaaafiaeaaaaebgpgodjiaabaaaaiaabaaaaaaacpppp +dmabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaaaakaaabaaabaaaaaaaaaaaaacpppp +fbaaaaafacaaapkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaahlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaecaaaaadaaaacpiaaaaaoela +abaioekaacaaaaadabaacpiaaaaappiaabaaaakbaiaaaaadacaaaiiaacaaoela +acaaoelaabaaaaacacaaadiaacaappiaebaaaaababaaapiaecaaaaadabaacpia +acaaoeiaaaaioekaaiaaaaadabaacciaabaaoelaabaaoelaahaaaaacabaaccia +abaaffiaafaaaaadabaacciaabaaffiaabaakklaafaaaaadabaacbiaabaaaaia +abaaffiafiaaaaaeabaacbiaabaaffiaabaaaaiaacaaaakaacaaaaadabaacbia +abaaaaiaabaaaaiaafaaaaadabaacoiaaaaabliaaaaablkaafaaaaadaaaachia +abaaaaiaabaabliaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcbaacaaaa +eaaaaaaaieaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaa +akiacaiaebaaaaaaaaaaaaaaakaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaa +abaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaabaaaaaahbcaabaaa +abaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaackbabaaa +acaaaaaadeaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaa +baaaaaahccaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaaj +pcaabaaaacaaaaaafgafbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa +apaaaaahbcaabaaaabaaaaaaagaabaaaabaaaaaaagaabaaaacaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaabaaaaaadgaaaaaf +iccabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaa +abaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 8 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +SLT R1.x, R0.w, c[1]; +MUL R0.xyz, R0, c[0]; +MOV result.color.w, R0; +KIL -R1.x; +MAX R1.x, fragment.texcoord[1].z, c[2]; +MUL R0.xyz, R1.x, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 8 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 8 ALU, 2 TEX +dcl_2d s0 +def c2, 0.00000000, 1.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +texld r0, t0, s0 +add_pp r1.x, r0.w, -c1 +cmp r1.x, r1, c2, c2.y +mov_pp r1, -r1.x +texkill r1.xyzw +mul_pp r1.xyz, r0, c0 +max_pp r0.x, t1.z, c2 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c2.z +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 10 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedahodpemppfefdfnndichpbdmkcamaoldabaaaaaadeacaaaaadaaaaaa +cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcfmabaaaaeaaaaaaafhaaaaaa +fjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaagaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah +icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"agal_ps +c2 0.0 1.0 2.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +acaaaaaaabaaabacaaaaaappacaaaaaaabaaaaoeabaaaaaa sub r1.x, r0.w, c1 +cjaaaaaaabaaabacabaaaaaaacaaaaaaacaaaaaaabaaaaaa sge r1.x, r1.x, c2.x +chaaaaaaaaaaaaaaabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r1.x +adaaaaaaabaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r0.xyzz, c0 +ahaaaaaaaaaaabacabaaaakkaeaaaaaaacaaaaoeabaaaaaa max r0.x, v1.z, c2 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 10 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhffidocdfdillgnbljehjnicpnngfcapabaaaaaadiadaaaaaeaaaaaa +daaaaaaadaabaaaajeacaaaaaeadaaaaebgpgodjpiaaaaaapiaaaaaaaaacpppp +liaaaaaaeaaaaaaaacaaciaaaaaaeaaaaaaaeaaaabaaceaaaaaaeaaaaaaaaaaa +aaaaabaaabaaaaaaaaaaaaaaaaaaagaaabaaabaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpia +aaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaabaaaakbebaaaaababaaapia +afaaaaadabaachiaaaaaoeiaaaaaoekaalaaaaadabaaciiaabaakklaacaaaaka +acaaaaadabaaciiaabaappiaabaappiaafaaaaadaaaachiaabaappiaabaaoeia +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmabaaaaeaaaaaaafhaaaaaa +fjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaagaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah +icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 0.5, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +SLT R0.w, R2, c[1].x; +RCP R0.x, fragment.texcoord[2].w; +MAD R0.xy, fragment.texcoord[2], R0.x, c[2].y; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +DP3 R0.z, fragment.texcoord[2], fragment.texcoord[2]; +SLT R1.y, c[2].x, fragment.texcoord[2].z; +MUL R1.x, R1, fragment.texcoord[1].z; +MOV result.color.w, R2; +TEX R1.w, R0, texture[1], 2D; +KIL -R0.w; +TEX R0.w, R0.z, texture[2], 2D; +MUL R1.y, R1, R1.w; +MUL R1.y, R1, R0.w; +MAX R0.w, R1.x, c[2].x; +MUL R0.xyz, R2, c[0]; +MUL R0.w, R0, R1.y; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].z; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"ps_2_0 +; 20 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c2, 0.00000000, 1.00000000, 0.50000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2 +texld r2, t0, s0 +add_pp r0.x, r2.w, -c1 +cmp r0.x, r0, c2, c2.y +mov_pp r3, -r0.x +dp3 r1.x, t2, t2 +rcp r0.x, t2.w +mad r0.xy, t2, r0.x, c2.z +mov r1.xy, r1.x +mul_pp r2.xyz, r2, c0 +texld r0, r0, s1 +texkill r3.xyzw +texld r3, r1, s2 +cmp r0.x, -t2.z, c2, c2.y +mul_pp r0.x, r0, r0.w +dp3_pp r1.x, t1, t1 +rsq_pp r1.x, r1.x +mul_pp r0.z, r1.x, t1 +max_pp r1.x, r0.z, c2 +mul_pp r0.x, r0, r3 +mul_pp r0.x, r1, r0 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c2.w +mov_pp r0.w, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 22 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecednlackbbllnjgjcedlgnilnfdoemnmkhnabaaaaaapeadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcaeadaaaaeaaaaaaambaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaa +aaaaaaakdcaabaaaabaaaaaaegaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadbaaaaahbcaabaaaabaaaaaaabeaaaaaaaaaaaaa +ckbabaaaadaaaaaaabaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaiadpdiaaaaahbcaabaaaabaaaaaadkaabaaaabaaaaaaakaabaaaabaaaaaa +baaaaaahccaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaaj +pcaabaaaacaaaaaafgafbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaa +diaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaaacaaaaaabaaaaaah +ccaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaa +abaaaaaabkaabaaaabaaaaaadiaaaaahccaabaaaabaaaaaabkaabaaaabaaaaaa +ckbabaaaacaaaaaadeaaaaahccaabaaaabaaaaaabkaabaaaabaaaaaaabeaaaaa +aaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaaagaabaaaabaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaabaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa +agaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"agal_ps +c2 0.0 1.0 0.5 2.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +acaaaaaaaaaaabacacaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r2.w, c1 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r0.x, r0.x, c2.x +bfaaaaaaadaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r3, r0.x +bcaaaaaaabaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r1.x, v2, v2 +afaaaaaaaaaaabacacaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r0.x, v2.w +aaaaaaaaabaaadacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.xy, r1.x +adaaaaaaaaaaadacacaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xy, v2, r0.x +abaaaaaaaaaaadacaaaaaafeacaaaaaaacaaaakkabaaaaaa add r0.xy, r0.xyyy, c2.z +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaabaaapacabaaaafeacaaaaaaacaaaaaaafaababb tex r1, r1.xyyy, s2 <2d wrap linear point> +chaaaaaaaaaaaaaaadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r3.x +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +bfaaaaaaabaaaeacacaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r1.z, v2.z +ckaaaaaaaaaaabacabaaaakkacaaaaaaacaaaaaaabaaaaaa slt r0.x, r1.z, c2.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +ahaaaaaaabaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r1.x, r0.z, c2 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w +adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 22 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedachpfapjodilhppikenhkcjfmdjgegihabaaaaaaoaafaaaaaeaaaaaa +daaaaaaabiacaaaaceafaaaakmafaaaaebgpgodjoaabaaaaoaabaaaaaaacpppp +jiabaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaabaaaaaa +acababaaaaacacaaaaaaabaaabaaaaaaaaaaaaaaaaaaakaaabaaabaaaaaaaaaa +aaacppppfbaaaaafacaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaecaaaaadaaaacpiaaaaaoelaacaioekaacaaaaadabaacpiaaaaappia +abaaaakbagaaaaacacaaaiiaacaapplaaeaaaaaeacaaadiaacaaoelaacaappia +acaaaakaaiaaaaadadaaaiiaacaaoelaacaaoelaabaaaaacadaaadiaadaappia +ebaaaaababaaapiaecaaaaadabaacpiaacaaoeiaaaaioekaecaaaaadacaacpia +adaaoeiaabaioekaafaaaaadabaaabiaabaappiaacaaaaiaaiaaaaadabaaccia +abaaoelaabaaoelaahaaaaacabaacciaabaaffiaafaaaaadabaacciaabaaffia +abaakklaalaaaaadacaacbiaabaaffiaacaaffkaafaaaaadabaacbiaabaaaaia +acaaaaiafiaaaaaeabaacbiaacaakklbacaaffkaabaaaaiaacaaaaadabaacbia +abaaaaiaabaaaaiaafaaaaadabaacoiaaaaabliaaaaablkaafaaaaadaaaachia +abaaaaiaabaabliaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcaeadaaaa +eaaaaaaambaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadpcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaacaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaia +ebaaaaaaaaaaaaaaakaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaa +abeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah +bcaabaaaabaaaaaaabeaaaaaaaaaaaaackbabaaaadaaaaaaabaaaaahbcaabaaa +abaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaiadpdiaaaaahbcaabaaaabaaaaaa +dkaabaaaabaaaaaaakaabaaaabaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaa +adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaafgafbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaabaaaaaaakaabaaa +abaaaaaaakaabaaaacaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafccaabaaaabaaaaaabkaabaaaabaaaaaadiaaaaah +ccaabaaaabaaaaaabkaabaaaabaaaaaackbabaaaacaaaaaadeaaaaahccaabaaa +abaaaaaabkaabaaaabaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaa +fgafbaaaabaaaaaaagaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegiccaaaaaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaa +doaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 16 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[2], texture[2], CUBE; +SLT R0.y, R2.w, c[1].x; +DP3 R0.x, fragment.texcoord[2], fragment.texcoord[2]; +MOV result.color.w, R2; +TEX R0.w, R0.x, texture[1], 2D; +KIL -R0.y; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R0.x; +MUL R1.y, R0.w, R1.w; +MUL R1.x, R1, fragment.texcoord[1].z; +MAX R0.w, R1.x, c[2].x; +MUL R0.xyz, R2, c[0]; +MUL R0.w, R0, R1.y; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"ps_2_0 +; 15 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_cube s2 +def c2, 0.00000000, 1.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r0, t0, s0 +add_pp r1.x, r0.w, -c1 +cmp r2.x, r1, c2, c2.y +mov_pp r2, -r2.x +dp3 r1.x, t2, t2 +mov r1.xy, r1.x +texld r1, r1, s1 +texkill r2.xyzw +texld r2, t2, s2 +dp3_pp r2.x, t1, t1 +rsq_pp r2.x, r2.x +mul_pp r1.z, r2.x, t1 +mul_pp r2.xyz, r0, c0 +mul r1.x, r1, r2.w +max_pp r0.x, r1.z, c2 +mul_pp r0.x, r0, r1 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c2.z +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedglmghoglkalfgmfkofblngikpejochcdabaaaaaafmadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcgmacaaaaeaaaaaaajlaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaadaaaaaaeghobaaaacaaaaaa +aagabaaaaaaaaaaadiaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaadkaabaaa +acaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaabaaaaaabkaabaaaabaaaaaadiaaaaahccaabaaaabaaaaaa +bkaabaaaabaaaaaackbabaaaacaaaaaadeaaaaahccaabaaaabaaaaaabkaabaaa +abaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaa +agaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"agal_ps +c2 0.0 1.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +acaaaaaaaaaaabacacaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r2.w, c1 +ckaaaaaaabaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r1.x, r0.x, c2.x +bfaaaaaaabaaapacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1, r1.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +chaaaaaaaaaaaaaaabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r1.x +ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v2, s2 +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w +ahaaaaaaabaaabacaaaaaakkacaaaaaaacaaaaoeabaaaaaa max r1.x, r0.z, c2 +adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z +aaaaaaaaaaaaaiacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r2.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpakmcajibpmcnomndnamcbbllpgmehcdabaaaaaabeafaaaaaeaaaaaa +daaaaaaaoeabaaaafiaeaaaaoaaeaaaaebgpgodjkmabaaaakmabaaaaaaacpppp +geabaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +abababaaaaacacaaaaaaabaaabaaaaaaaaaaaaaaaaaaakaaabaaabaaaaaaaaaa +aaacppppfbaaaaafacaaapkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaahla +bpaaaaacaaaaaajiaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkaecaaaaadaaaacpiaaaaaoelaacaioekaacaaaaadabaacpiaaaaappia +abaaaakbaiaaaaadacaaaiiaacaaoelaacaaoelaabaaaaacacaaadiaacaappia +ebaaaaababaaapiaecaaaaadabaaapiaacaaoeiaabaioekaecaaaaadacaaapia +acaaoelaaaaioekaafaaaaadabaacbiaabaaaaiaacaappiaaiaaaaadabaaccia +abaaoelaabaaoelaahaaaaacabaacciaabaaffiaafaaaaadabaacciaabaaffia +abaakklaalaaaaadacaacbiaabaaffiaacaaaakaafaaaaadabaacbiaabaaaaia +acaaaaiaacaaaaadabaacbiaabaaaaiaabaaaaiaafaaaaadabaacoiaaaaablia +aaaablkaafaaaaadaaaachiaabaaaaiaabaabliaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcgmacaaaaeaaaaaaajlaaaaaafjaaaaaeegiocaaaaaaaaaaa +alaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaaaaaaaaajbcaabaaaabaaaaaa +dkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaadbaaaaahbcaabaaa +abaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaa +baaaaaahbcaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaaj +pcaabaaaabaaaaaaagaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaegbcbaaaadaaaaaaeghobaaaacaaaaaaaagabaaa +aaaaaaaadiaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaadkaabaaaacaaaaaa +baaaaaahccaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +ccaabaaaabaaaaaabkaabaaaabaaaaaadiaaaaahccaabaaaabaaaaaabkaabaaa +abaaaaaackbabaaaacaaaaaadeaaaaahccaabaaaabaaaaaabkaabaaaabaaaaaa +abeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaafgafbaaaabaaaaaaagaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa +abaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 10 ALU, 2 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[2], texture[1], 2D; +SLT R1.x, R0.w, c[1]; +MUL R0.xyz, R0, c[0]; +MOV result.color.w, R0; +KIL -R1.x; +MAX R1.x, fragment.texcoord[1].z, c[2]; +MUL R1.x, R1, R1.w; +MUL R0.xyz, R1.x, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 10 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 10 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c2, 0.00000000, 1.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r1, t0, s0 +add_pp r0.x, r1.w, -c1 +cmp r0.x, r0, c2, c2.y +mov_pp r0, -r0.x +mul_pp r1.xyz, r1, c0 +texkill r0.xyzw +texld r0, t2, s1 +max_pp r0.x, t1.z, c2 +mul_pp r0.x, r0, r0.w +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c2.z +mov_pp r0.w, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 11 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddaeaahgfoknhnaijlpefnbijkfmnbpfgabaaaaaajiacaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefckiabaaaaeaaaaaaagkaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadecbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaakaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadeaaaaahbcaabaaaabaaaaaackbabaaaacaaaaaa +abeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaaagaabaaaabaaaaaapgapbaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa +abaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Float 1 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c2 0.0 1.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +acaaaaaaaaaaabacabaaaappacaaaaaaabaaaaoeabaaaaaa sub r0.x, r1.w, c1 +ckaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa slt r0.x, r0.x, c2.x +bfaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0, r0.x +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +chaaaaaaaaaaaaaaaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa kil a0.none, r0.x +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point> +ahaaaaaaaaaaabacabaaaakkaeaaaaaaacaaaaoeabaaaaaa max r0.x, v1.z, c2 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c2.z +aaaaaaaaaaaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.w, r1.w +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 164 used size, 9 vars +Vector 16 [_LightColor0] 4 +Float 160 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 11 instructions, 2 temp regs, 0 temp arrays: +// ALU 6 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgdpndkfmkefplpakkmhgpnoamjkdncpgabaaaaaanmadaaaaaeaaaaaa +daaaaaaahaabaaaacaadaaaakiadaaaaebgpgodjdiabaaaadiabaaaaaaacpppp +peaaaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaaaakaaabaaabaaaaaaaaaaaaacpppp +fbaaaaafacaaapkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkaecaaaaadaaaacpiaaaaaoelaabaioekaacaaaaadabaacpia +aaaappiaabaaaakbabaaaaacacaaadiaaaaabllaebaaaaababaaapiaecaaaaad +abaacpiaacaaoeiaaaaioekaafaaaaadabaacbiaabaappiaabaakklafiaaaaae +abaacbiaabaakklaabaaaaiaacaaaakaacaaaaadabaacbiaabaaaaiaabaaaaia +afaaaaadabaacoiaaaaabliaaaaablkaafaaaaadaaaachiaabaaaaiaabaablia +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefckiabaaaaeaaaaaaagkaaaaaa +fjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadecbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaakaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadeaaaaahbcaabaaaabaaaaaa +ckbabaaaacaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaabaaaaaaagaabaaa +abaaaaaapgapbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egiccaaaaaaaaaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaahhccabaaaaaaaaaaaagaabaaaabaaaaaaegacbaaaaaaaaaaadoaaaaab +ejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +heaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 21 to 21 +// d3d9 - ALU: 22 to 22 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +Vector 10 [_MainTex_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[3].xyz, R0, c[9].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +Vector 9 [_MainTex_ST] +"vs_2_0 +; 22 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT2.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT3.xyz, r0, c8.w +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddofdaliokfballcidnldemeeghikookjabaaaaaajiafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcpmadaaaaeaaaabaa +ppaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + lowp float tmpvar_3; + highp vec4 color_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0); + color_4 = tmpvar_5; + highp float tmpvar_6; + tmpvar_6 = color_4.w; + tmpvar_3 = tmpvar_6; + lowp float x_7; + x_7 = (tmpvar_3 - _Cutoff); + if ((x_7 < 0.0)) { + discard; + }; + highp float tmpvar_8; + tmpvar_8 = xlv_TEXCOORD1.z; + worldN_2.x = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD2.z; + worldN_2.y = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD3.z; + worldN_2.z = tmpvar_10; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + lowp float tmpvar_3; + highp vec4 color_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0); + color_4 = tmpvar_5; + highp float tmpvar_6; + tmpvar_6 = color_4.w; + tmpvar_3 = tmpvar_6; + lowp float x_7; + x_7 = (tmpvar_3 - _Cutoff); + if ((x_7 < 0.0)) { + discard; + }; + highp float tmpvar_8; + tmpvar_8 = xlv_TEXCOORD1.z; + worldN_2.x = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD2.z; + worldN_2.y = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD3.z; + worldN_2.z = tmpvar_10; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedklopoeegfccblenojjggckhogjkcdgdkabaaaaaacaaiaaaaaeaaaaaa +daaaaaaaleacaaaaliagaaaaiaahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +ceacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaadaaagaaaaaaaaaa +abaabeaaabaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja 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+baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 430 +uniform lowp float _Cutoff; +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 425 + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD3 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 430 +uniform lowp float _Cutoff; +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 431 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 434 + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 438 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 442 + xll_clip_f((o.Alpha - _Cutoff)); + lowp vec3 worldN; + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + #line 446 + worldN.z = dot( IN.TtoW2, o.Normal); + o.Normal = worldN; + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + #line 450 + res.w = o.Specular; + return res; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 8 to 8, TEX: 1 to 1 +// d3d9 - ALU: 9 to 9, TEX: 2 to 2 +// d3d11 - ALU: 2 to 2, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 2 to 2, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 8 ALU, 1 TEX +PARAM c[2] = { program.local[0], + { 0, 0.5 } }; +TEMP R0; +TEX R0.w, fragment.texcoord[0], texture[0], 2D; +SLT R0.x, R0.w, c[0]; +MOV R0.z, fragment.texcoord[3]; +MOV R0.y, fragment.texcoord[2].z; +MOV result.color.w, c[1].x; +KIL -R0.x; +MOV R0.x, fragment.texcoord[1].z; +MAD result.color.xyz, R0, c[1].y, c[1].y; +END +# 8 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_Cutoff] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 9 ALU, 2 TEX +dcl_2d s0 +def c1, 0.00000000, 1.00000000, 0.50000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r0, t0, s0 +add_pp r0.x, r0.w, -c0 +cmp r0.x, r0, c1, c1.y +mov_pp r0, -r0.x +texkill r0.xyzw +mov_pp r0.z, t3 +mov_pp r0.x, t1.z +mov_pp r0.y, t2.z +mad_pp r0.xyz, r0, c1.z, c1.z +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 10 instructions, 1 temp regs, 0 temp arrays: +// ALU 2 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedipopjhaodnkeicdakdidjajfaoeicnliabaaaaaaiaacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefchiabaaaaeaaaaaaafoaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa +gcbaaaadecbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaaaaaaaaajbcaabaaaaaaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaagaaaaaadbaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaaaaaaaaadgaaaaafbcaabaaaaaaaaaaackbabaaa +acaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaadaaaaaadgaaaaafecaabaaa +aaaaaaaackbabaaaaeaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 112 // 100 used size, 8 vars +Float 96 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 10 instructions, 1 temp regs, 0 temp arrays: +// ALU 2 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednahofdhcenldoemijicadhkplonhnfbmabaaaaaajmadaaaaaeaaaaaa +daaaaaaaeiabaaaamiacaaaagiadaaaaebgpgodjbaabaaaabaabaaaaaaacpppp +nmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaagaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaaja +aaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadaaaacpiaaaaappia +aaaaaakbebaaaaabaaaaapiaafaaaaadaaaacbiaabaakklaabaaaakaafaaaaad +aaaacciaacaakklaabaaaakaafaaaaadaaaaceiaadaakklaabaaaakaacaaaaad +aaaachiaaaaaoeiaabaaaakaabaaaaacaaaaciiaabaaffkaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefchiabaaaaeaaaaaaafoaaaaaafjaaaaaeegiocaaa +aaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaad +ecbabaaaadaaaaaagcbaaaadecbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaaaaaaaaaadkaabaaaaaaaaaaa +akiacaiaebaaaaaaaaaaaaaaagaaaaaadbaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaaaaaaaaadgaaaaafbcaabaaa +aaaaaaaackbabaaaacaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaadaaaaaa +dgaaaaafecaabaaaaaaaaaaackbabaaaaeaaaaaadcaaaaaphccabaaaaaaaaaaa +egacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaa +aaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 24 to 41 +// d3d9 - ALU: 25 to 42 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc 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+egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mediump vec4 tmpvar_16; + tmpvar_16 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_16.w; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_17; + lowp vec4 c_18; + mediump vec3 tmpvar_19; + tmpvar_19 = (tmpvar_4 * light_3.xyz); + c_18.xyz = tmpvar_19; + c_18.w = tmpvar_6; + c_2 = c_18; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mediump vec4 tmpvar_16; + tmpvar_16 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_16.w; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_17; + lowp vec4 c_18; + mediump vec3 tmpvar_19; + tmpvar_19 = (tmpvar_4 * light_3.xyz); + c_18.xyz = tmpvar_19; + c_18.w = tmpvar_6; + c_2 = c_18; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedobpmbccjbhppilnmjnmjjjnfljceendeabaaaaaalaakaaaaaeaaaaaa +daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp 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+in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 433 +uniform lowp float _Cutoff; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 425 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 433 +uniform lowp float _Cutoff; +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 437 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 441 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 445 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + light = (-log2(light)); + light.xyz += IN.vlight; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + #line 453 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpimipbohlehndbhekigklgenllffpineabaaaaaaeaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcimafaaaaeaaaabaagdabaaaafjaaaaae +egiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabkaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaagfaaaaadpccabaaa +aeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa +abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaa +agaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaa +afaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaiaebaaaaaaacaaaaaabjaaaaaa +diaaaaaihccabaaaaeaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaa +diaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaa +dcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaagaaaaaa +ckbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa +adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_11.w; + tmpvar_9 = tmpvar_16; + lowp float x_17; + x_17 = (tmpvar_9 - _Cutoff); + if ((x_17 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_19.w; + highp float tmpvar_20; + tmpvar_20 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_22; + light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_23; + mediump vec3 tmpvar_24; + tmpvar_24 = (tmpvar_7 * light_6.xyz); + c_23.xyz = tmpvar_24; + c_23.w = tmpvar_9; + c_2 = c_23; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_11.w; + tmpvar_9 = tmpvar_16; + lowp float x_17; + x_17 = (tmpvar_9 - _Cutoff); + if ((x_17 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_19.w; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_22; + tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmFull_4 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmIndirect_3 = tmpvar_24; + light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_25; + mediump vec3 tmpvar_26; + tmpvar_26 = (tmpvar_7 * light_6.xyz); + c_25.xyz = tmpvar_26; + c_25.w = tmpvar_9; + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednfdcpokkohlbajggapndgckofjkopnfiabaaaaaakiakaaaaaeaaaaaa 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_glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 434 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 438 +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + #line 422 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 426 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 430 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 434 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 438 +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 442 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 446 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 450 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 454 + light = max( light, vec4( 0.001)); + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + #line 458 + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + #line 462 + light.xyz += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mat3 tmpvar_16; + tmpvar_16[0].x = 0.816497; + tmpvar_16[0].y = -0.408248; + tmpvar_16[0].z = -0.408248; + tmpvar_16[1].x = 0.0; + tmpvar_16[1].y = 0.707107; + tmpvar_16[1].z = -0.707107; + tmpvar_16[2].x = 0.57735; + tmpvar_16[2].y = 0.57735; + tmpvar_16[2].z = 0.57735; + mediump vec3 scalePerBasisVector_17; + mediump vec3 lm_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_18 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_17 = tmpvar_20; + lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17)); + mediump vec4 tmpvar_21; + tmpvar_21.w = 0.0; + tmpvar_21.xyz = lm_18; + mediump vec4 tmpvar_22; + tmpvar_22 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_21); + light_3 = tmpvar_22; + lowp vec4 c_23; + mediump vec3 tmpvar_24; + tmpvar_24 = (tmpvar_4 * tmpvar_22.xyz); + c_23.xyz = tmpvar_24; + c_23.w = tmpvar_6; + c_2 = c_23; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 scalePerBasisVector_19; + mediump vec3 lm_20; + lowp vec3 tmpvar_21; + tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + lm_20 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + scalePerBasisVector_19 = tmpvar_22; + lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19)); + mediump vec4 tmpvar_23; + tmpvar_23.w = 0.0; + tmpvar_23.xyz = lm_20; + mediump vec4 tmpvar_24; + tmpvar_24 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_23); + light_3 = tmpvar_24; + lowp vec4 c_25; + mediump vec3 tmpvar_26; + tmpvar_26 = (tmpvar_4 * tmpvar_24.xyz); + c_25.xyz = tmpvar_26; + c_25.w = tmpvar_6; + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp 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+feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 433 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 437 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 433 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 437 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 441 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 445 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 449 + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 453 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + light += lm; + #line 457 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa 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+aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mediump vec4 tmpvar_16; + tmpvar_16 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_16.w; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_17; + lowp vec4 c_18; + mediump vec3 tmpvar_19; + tmpvar_19 = (tmpvar_4 * light_3.xyz); + c_18.xyz = tmpvar_19; + c_18.w = tmpvar_6; + c_2 = c_18; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mediump vec4 tmpvar_16; + tmpvar_16 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_16.w; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_16.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_17; + lowp vec4 c_18; + mediump vec3 tmpvar_19; + tmpvar_19 = (tmpvar_4 * light_3.xyz); + c_18.xyz = tmpvar_19; + c_18.w = tmpvar_6; + c_2 = c_18; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer 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xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 433 +uniform lowp float _Cutoff; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 425 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 433 +uniform lowp float _Cutoff; +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 437 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 441 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 445 + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + light.xyz += IN.vlight; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_11.w; + tmpvar_9 = tmpvar_16; + lowp float x_17; + x_17 = (tmpvar_9 - _Cutoff); + if ((x_17 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_19.w; + highp float tmpvar_20; + tmpvar_20 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_22; + light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_23; + mediump vec3 tmpvar_24; + tmpvar_24 = (tmpvar_7 * light_6.xyz); + c_23.xyz = tmpvar_24; + c_23.w = tmpvar_9; + c_2 = c_23; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_11.w; + tmpvar_9 = tmpvar_16; + lowp float x_17; + x_17 = (tmpvar_9 - _Cutoff); + if ((x_17 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_19.w; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_22; + tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmFull_4 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmIndirect_3 = tmpvar_24; + light_6.xyz = (tmpvar_19.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_25; + mediump vec3 tmpvar_26; + tmpvar_26 = (tmpvar_7 * light_6.xyz); + c_25.xyz = tmpvar_26; + c_25.w = tmpvar_9; + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednfdcpokkohlbajggapndgckofjkopnfiabaaaaaakiakaaaaaeaaaaaa +daaaaaaajeadaaaaciajaaaapaajaaaaebgpgodjfmadaaaafmadaaaaaaacpopp +piacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaabjaaabaaafaaaaaaaaaa 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xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 434 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 438 +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + #line 422 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 426 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 430 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 434 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 438 +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 442 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 446 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 450 + o.Gloss = 0.0; + surf( surfIN, o); + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 454 + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + #line 458 + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + #line 462 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + mat3 tmpvar_16; + tmpvar_16[0].x = 0.816497; + tmpvar_16[0].y = -0.408248; + tmpvar_16[0].z = -0.408248; + tmpvar_16[1].x = 0.0; + tmpvar_16[1].y = 0.707107; + tmpvar_16[1].z = -0.707107; + tmpvar_16[2].x = 0.57735; + tmpvar_16[2].y = 0.57735; + tmpvar_16[2].z = 0.57735; + mediump vec3 scalePerBasisVector_17; + mediump vec3 lm_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_18 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_17 = tmpvar_20; + lm_18 = (lm_18 * dot (clamp ((tmpvar_16 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_17)); + mediump vec4 tmpvar_21; + tmpvar_21.w = 0.0; + tmpvar_21.xyz = lm_18; + mediump vec4 tmpvar_22; + tmpvar_22 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_21); + light_3 = tmpvar_22; + lowp vec4 c_23; + mediump vec3 tmpvar_24; + tmpvar_24 = (tmpvar_4 * tmpvar_22.xyz); + c_23.xyz = tmpvar_24; + c_23.w = tmpvar_6; + c_2 = c_23; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform lowp float _Cutoff; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_8.w; + tmpvar_6 = tmpvar_13; + lowp float x_14; + x_14 = (tmpvar_6 - _Cutoff); + if ((x_14 < 0.0)) { + discard; + }; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 scalePerBasisVector_19; + mediump vec3 lm_20; + lowp vec3 tmpvar_21; + tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + lm_20 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + scalePerBasisVector_19 = tmpvar_22; + lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19)); + mediump vec4 tmpvar_23; + tmpvar_23.w = 0.0; + tmpvar_23.xyz = lm_20; + mediump vec4 tmpvar_24; + tmpvar_24 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_23); + light_3 = tmpvar_24; + lowp vec4 c_25; + mediump vec3 tmpvar_26; + tmpvar_26 = (tmpvar_4 * tmpvar_24.xyz); + c_25.xyz = tmpvar_26; + c_25.w = tmpvar_6; + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac 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+#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 433 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 437 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +void xll_clip_f(float x) { + if ( x<0.0 ) discard; +} +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 408 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 433 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +uniform lowp float _Cutoff; +#line 437 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Alpha = color.w; +} +#line 437 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 441 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 445 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 449 + xll_clip_f((o.Alpha - _Cutoff)); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 453 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + light += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 457 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 14 to 28, TEX: 2 to 4 +// d3d9 - ALU: 17 to 29, TEX: 3 to 5 +// d3d11 - ALU: 13 to 19, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 13 to 19, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 17 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +SLT R1.x, R0.w, c[2]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].x; +POW R1.w, R1.w, c[0].x; +MUL R2.xyz, R1.w, c[1]; +MUL R2.xyz, R2, c[1].w; +MOV result.color.w, R0; +KIL -R1.x; +TXP R1.xyz, fragment.texcoord[2], texture[1], 2D; +LG2 R1.x, R1.x; +LG2 R1.z, R1.z; +LG2 R1.y, R1.y; +ADD R1.xyz, -R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +END +# 17 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 20 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 0.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r2, t0, s0 +texldp r3, t2, s1 +add_pp r0.x, r2.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c1 +log_pp r1.x, r3.x +log_pp r1.z, r3.z +log_pp r1.y, r3.y +add_pp r1.xyz, -r1, t3 +mul r0.xyz, r0, c1.w +mov_pp r0.w, r2 +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfalflafbdfmijofbfimbmdiabhkjaiaoabaaaaaalaadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa 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"d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlobdjfpgpfkeddglcapgpfpbjohahcajabaaaaaahmafaaaaaeaaaaaa +daaaaaaapiabaaaakiaeaaaaeiafaaaaebgpgodjmaabaaaamaabaaaaaaacpppp +hmabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +ecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaacaaaakb 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+abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Vector 2 [unity_LightmapFade] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2, fragment.texcoord[3], texture[2], 2D; +SLT R1.x, R0.w, c[3]; +MUL R2.xyz, R2.w, R2; +LG2 R3.x, R3.x; +LG2 R3.y, R3.y; +LG2 R3.z, R3.z; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[3], texture[3], 2D; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, c[4].x; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R2.w, R1, fragment.texcoord[1].z; +DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4]; +ADD R2.w, -R2, c[4].y; +RSQ R1.w, R1.w; +POW R2.w, R2.w, c[0].x; +RCP R1.w, R1.w; +MAD R2.xyz, R2, c[4].x, -R1; +MAD_SAT R1.w, R1, c[2].z, c[2]; +MAD R1.xyz, R1.w, R2, R1; +MUL R4.xyz, R2.w, c[1]; +MUL R2.xyz, R4, c[1].w; +ADD R1.xyz, -R3, R1; +MAD result.color.xyz, R0, R1, R2; +END +# 28 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Vector 2 [unity_LightmapFade] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 29 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 1.00000000, 0.00000000, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r3, t2, s1 +texld r1, t3, s2 +add_pp r0.x, r2.w, -c3 +cmp r0.x, r0, c4.y, c4 +mov_pp r0, -r0.x +mul_pp r1.xyz, r1.w, r1 +log_pp r3.x, r3.x +log_pp r3.y, r3.y +log_pp r3.z, r3.z +texkill r0.xyzw +texld r0, t3, s3 +mul_pp r4.xyz, r0.w, r0 +mul_pp r5.xyz, r4, c4.z +mad_pp r6.xyz, r1, c4.z, -r5 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r4.x, r0.x, c0.x +dp4 r1.x, t4, t4 +rsq r1.x, r1.x +rcp r0.x, r1.x +mad_sat r0.x, r0, c2.z, c2.w +mad_pp r1.xyz, r0.x, r6, r5 +mov_pp r0.x, r4.x +mul r0.xyz, r0.x, c1 +add_pp r1.xyz, -r3, r1 +mul r0.xyz, r0, c1.w +mov_pp r0.w, r2 +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjlgjfbbkfhpgpcedhcamaeonclpjmmhfabaaaaaafaafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcdaaeaaaa +eaaaaaaaamabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaj +bcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaajaaaaaa +dbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaead +akaabaaaabaaaaaabbaaaaahbcaabaaaabaaaaaaegbobaaaaeaaaaaaegbobaaa +aeaaaaaaelaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadccaaaalbcaabaaa +abaaaaaaakaabaaaabaaaaaackiacaaaaaaaaaaaahaaaaaadkiacaaaaaaaaaaa +ahaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaaacaaaaaafgafbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaeb +dcaaaaakhcaabaaaacaaaaaapgapbaaaacaaaaaaegacbaaaacaaaaaajgahbaia +ebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaaagaabaaaabaaaaaaegacbaaa +acaaaaaajgahbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaacpaaaaafhcaabaaaacaaaaaaegacbaaaacaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaiaebaaaaaaacaaaaaa +baaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadicaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaabaaaaaadkaabaiaebaaaaaa +abaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaaaaaaaaaaadaaaaaa +bjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaa +pgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadgaaaaaficcabaaa +aaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbokbmglkpenfnohojjgmcenmagagaalaabaaaaaaaiaiaaaaaeaaaaaa +daaaaaaaoeacaaaabmahaaaaneahaaaaebgpgodjkmacaaaakmacaaaaaaacpppp +feacaaaafiaaaaaaadaadeaaaaaafiaaaaaafiaaaeaaceaaaaaafiaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaaaajaaabaaadaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadp +aaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaad +abaacpiaaaaappiaadaaaakbabaaaaacacaaadiaaaaabllaagaaaaacacaaaeia +acaapplaafaaaaadadaaadiaacaakkiaacaaoelaebaaaaababaaapiaecaaaaad +abaacpiaacaaoeiaadaioekaecaaaaadacaacpiaacaaoeiaacaioekaecaaaaad +adaacpiaadaaoeiaabaioekaajaaaaadadaaaiiaadaaoelaadaaoelaahaaaaac +adaaaiiaadaappiaagaaaaacadaaaiiaadaappiaaeaaaaaeadaadiiaadaappia +acaakkkaacaappkaafaaaaadabaaciiaabaappiaaeaaffkaafaaaaadabaachia +abaaoeiaabaappiaafaaaaadabaaciiaacaappiaaeaaffkaaeaaaaaeacaachia +abaappiaacaaoeiaabaaoeibaeaaaaaeabaachiaadaappiaacaaoeiaabaaoeia +apaaaaacacaacbiaadaaaaiaapaaaaacacaacciaadaaffiaapaaaaacacaaceia +adaakkiaacaaaaadabaachiaabaaoeiaacaaoeibaiaaaaadabaaaiiaabaaoela +abaaoelaahaaaaacabaaaiiaabaappiaafaaaaadabaabiiaabaappiaabaakkla +acaaaaadabaaciiaabaappibaeaaaakacaaaaaadacaaabiaabaappiaaaaaffka +afaaaaadacaaahiaacaaaaiaabaaoekaafaaaaadacaachiaacaaoeiaabaappka +aeaaaaaeaaaachiaaaaaoeiaabaaoeiaacaaoeiaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcdaaeaaaaeaaaaaaaamabaaaafjaaaaaeegiocaaaaaaaaaaa +akaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagcbaaaadpcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaia +ebaaaaaaaaaaaaaaajaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaa +abeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaabbaaaaahbcaabaaaabaaaaaa +egbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadccaaaalbcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaaaaaaaaaa +ahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaaabaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaa +acaaaaaafgafbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaacaaaaaa +egacbaaaacaaaaaajgahbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +agaabaaaabaaaaaaegacbaaaacaaaaaajgahbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafhcaabaaa +acaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egacbaiaebaaaaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaa +abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaa +bkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaabejfdeheo +laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 24 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +SLT R1.x, R0.w, c[2]; +MUL R2.xyz, R2.w, R2; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R2.xyz, R2, c[3].y; +RSQ R3.w, R3.w; +LG2 R3.x, R3.x; +LG2 R3.z, R3.z; +LG2 R3.y, R3.y; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[3], texture[2], 2D; +MUL R1.xyz, R1.w, R1; +MUL_SAT R1.w, R3, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].z; +POW R2.w, R1.w, c[0].x; +DP3 R1.w, R2, c[3].x; +MUL R2.xyz, R2.w, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R2.xyz, R2, c[1].w; +MAD R1.xyz, R1, c[3].x, -R3; +MAD result.color.xyz, R0, R1, R2; +END +# 24 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 25 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r4, t0, s0 +texldp r5, t2, s1 +texld r3, t3, s2 +texld r2, t3, s3 +add_pp r0.x, r4.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c0.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r0.xyz, r0, c3.z +dp3_pp r0.x, r0, c3.w +mul_pp r2.xyz, r3.w, r3 +mul_pp r2.xyz, r2, r0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c1 +log_pp r1.x, r5.x +log_pp r1.z, r5.z +log_pp r1.y, r5.y +mad_pp r1.xyz, r2, c3.w, -r1 +mul r0.xyz, r0, c1.w +mov_pp r0.w, r4 +mad_pp r0.xyz, r4, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkocmmdmekpibefbhognknmnaklegjfjeabaaaaaanaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcmiadaaaaeaaaaaaapcaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaajaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa +baaaaaakbcaabaaaabaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaa +egacbaaaabaaaaaaaoaaaaahgcaabaaaabaaaaaaagbbbaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaajgafbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaacpaaaaafocaabaaaabaaaaaaagajbaaaacaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaaegacbaaaacaaaaaaagaabaaaabaaaaaajgahbaiaebaaaaaaabaaaaaa +baaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadicaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaabaaaaaadkaabaiaebaaaaaa +abaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaaaaaaaaaaadaaaaaa +bjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaa +pgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadgaaaaaficcabaaa +aaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhckidmmomoahgfphaplieoapmeenajihabaaaaaadaahaaaaaeaaaaaa +daaaaaaaimacaaaafmagaaaapmagaaaaebgpgodjfeacaaaafeacaaaaaaacpppp +aiacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaajaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaecaaaaadaaaacpiaaaaaoela +aaaioekaacaaaaadabaacpiaaaaappiaacaaaakbabaaaaacacaaadiaaaaablla +agaaaaacacaaaeiaacaapplaafaaaaadadaaadiaacaakkiaacaaoelaebaaaaab +abaaapiaecaaaaadabaacpiaacaaoeiaadaioekaecaaaaadacaacpiaacaaoeia +acaioekaecaaaaadadaacpiaadaaoeiaabaioekaafaaaaadabaaciiaabaappia +adaaffkaafaaaaadabaachiaabaaoeiaabaappiaaiaaaaadadaaciiaadaakkka +abaaoeiaafaaaaadacaaciiaacaappiaadaaffkaafaaaaadabaachiaacaaoeia +acaappiaapaaaaacacaacbiaadaaaaiaapaaaaacacaacciaadaaffiaapaaaaac +acaaceiaadaakkiaaeaaaaaeabaachiaabaaoeiaadaappiaacaaoeibaiaaaaad +abaaaiiaabaaoelaabaaoelaahaaaaacabaaaiiaabaappiaafaaaaadabaabiia +abaappiaabaakklaacaaaaadabaaciiaabaappibadaaaakacaaaaaadacaaabia +abaappiaaaaaffkaafaaaaadacaaahiaacaaaaiaabaaoekaafaaaaadacaachia +acaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaabaaoeiaacaaoeiaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcmiadaaaaeaaaaaaapcaaaaaafjaaaaae +egiocaaaaaaaaaaaakaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaadlcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaajaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaabaaaaaakbcaabaaaabaaaaaaaceaaaaadkmnbddp +dkmnbddpdkmnbddpaaaaaaaaegacbaaaabaaaaaaaoaaaaahgcaabaaaabaaaaaa +agbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaajgafbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafocaabaaaabaaaaaa +agajbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaa +acaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaacaaaaaaagaabaaaabaaaaaa +jgahbaiaebaaaaaaabaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaa +abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaa +bkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaabejfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +SLT R1.x, R0.w, c[2]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].x; +POW R1.w, R1.w, c[0].x; +MUL R2.xyz, R1.w, c[1]; +MUL R2.xyz, R2, c[1].w; +MOV result.color.w, R0; +KIL -R1.x; +TXP R1.xyz, fragment.texcoord[2], texture[1], 2D; +ADD R1.xyz, R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +END +# 14 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 17 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 0.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r2, t0, s0 +texldp r3, t2, s1 +add_pp r0.x, r2.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c1 +mov_pp r0.w, r2 +mul r0.xyz, r0, c1.w +add_pp r1.xyz, r3, t3 +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 19 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjgbgakhhnfiofanjacmdoamoejaenfchabaaaaaajiadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcjaacaaaaeaaaaaaakeaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaaj +pcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +aaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaa +ahaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaa +anaaaeadakaabaaaabaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaa +abaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaa +bkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa +aoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj +pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +aaaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 116 used size, 9 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 112 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 19 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednaokbcdmgflkgdgcodmehhoaokmcgedhabaaaaaaeaafaaaaaeaaaaaa +daaaaaaaneabaaaagmaeaaaaamafaaaaebgpgodjjmabaaaajmabaaaaaaacpppp +fiabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +ecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaadabaacpiaaaaappiaacaaaakb +agaaaaacacaaaiiaacaapplaafaaaaadacaaadiaacaappiaacaaoelaebaaaaab +abaaapiaecaaaaadabaacpiaacaaoeiaabaioekaaiaaaaadabaaaiiaabaaoela +abaaoelaahaaaaacabaaaiiaabaappiaafaaaaadabaabiiaabaappiaabaakkla +acaaaaadabaaciiaabaappibadaaaakacaaaaaadacaaabiaabaappiaaaaaffka +afaaaaadacaaahiaacaaaaiaabaaoekaafaaaaadacaachiaacaaoeiaabaappka +acaaaaadabaachiaabaaoeiaadaaoelaaeaaaaaeaaaachiaaaaaoeiaabaaoeia +acaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcjaacaaaaeaaaaaaa +keaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaaabaaaaaa +dkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaahaaaaaadbaaaaahbcaabaaa +abaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaaabaaaaaa +baaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaabaaaaaaakaabaaaabaaaaaadicaaaahbcaabaaaabaaaaaaakaabaaa +abaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaa +abaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +agaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaa +dkaabaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Vector 2 [unity_LightmapFade] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 25 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2, fragment.texcoord[3], texture[2], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +SLT R1.x, R0.w, c[3]; +MUL R2.xyz, R2.w, R2; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[3], texture[3], 2D; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, c[4].x; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R2.w, R1, fragment.texcoord[1].z; +DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4]; +ADD R2.w, -R2, c[4].y; +RSQ R1.w, R1.w; +POW R2.w, R2.w, c[0].x; +RCP R1.w, R1.w; +MAD R2.xyz, R2, c[4].x, -R1; +MAD_SAT R1.w, R1, c[2].z, c[2]; +MAD R1.xyz, R1.w, R2, R1; +MUL R4.xyz, R2.w, c[1]; +MUL R2.xyz, R4, c[1].w; +ADD R1.xyz, R3, R1; +MAD result.color.xyz, R0, R1, R2; +END +# 25 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Vector 2 [unity_LightmapFade] +Float 3 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 26 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 1.00000000, 0.00000000, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r3, t2, s1 +texld r4, t3, s3 +mul_pp r4.xyz, r4.w, r4 +add_pp r0.x, r2.w, -c3 +cmp r0.x, r0, c4.y, c4 +mov_pp r0, -r0.x +mul_pp r5.xyz, r4, c4.z +texkill r0.xyzw +texld r0, t3, s2 +mul_pp r1.xyz, r0.w, r0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mad_pp r6.xyz, r1, c4.z, -r5 +add r1.x, -r0.z, c4 +pow_pp r4.x, r1.x, c0.x +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r1.x, r0.x +mov_pp r0.x, r4.x +mad_sat r1.x, r1, c2.z, c2.w +mad_pp r1.xyz, r1.x, r6, r5 +mul r0.xyz, r0.x, c1 +add_pp r1.xyz, r3, r1 +mul r0.xyz, r0, c1.w +mov_pp r0.w, r2 +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedhjfmnkjclelpidkekklipndhdiekjdhkabaaaaaadiafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee 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+ahaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaaacaaaaaafgafbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaeb +dcaaaaakhcaabaaaacaaaaaapgapbaaaacaaaaaaegacbaaaacaaaaaajgahbaia +ebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaaagaabaaaabaaaaaaegacbaaa +acaaaaaajgahbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaahicaabaaa +abaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaabaaaaaa +dkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaa +dkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaa +aaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaai +hcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedemmkedpfnelmokbogfplppokimilkdccabaaaaaammahaaaaaeaaaaaa +daaaaaaamaacaaaaoaagaaaajiahaaaaebgpgodjiiacaaaaiiacaaaaaaacpppp +daacaaaafiaaaaaaadaadeaaaaaafiaaaaaafiaaaeaaceaaaaaafiaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaaaajaaabaaadaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadp +aaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaacaaaaad +abaacpiaaaaappiaadaaaakbabaaaaacacaaadiaaaaabllaagaaaaacacaaaeia +acaapplaafaaaaadadaaadiaacaakkiaacaaoelaebaaaaababaaapiaecaaaaad +abaacpiaacaaoeiaadaioekaecaaaaadacaacpiaacaaoeiaacaioekaecaaaaad +adaacpiaadaaoeiaabaioekaajaaaaadadaaaiiaadaaoelaadaaoelaahaaaaac +adaaaiiaadaappiaagaaaaacadaaaiiaadaappiaaeaaaaaeadaadiiaadaappia +acaakkkaacaappkaafaaaaadabaaciiaabaappiaaeaaffkaafaaaaadabaachia +abaaoeiaabaappiaafaaaaadabaaciiaacaappiaaeaaffkaaeaaaaaeacaachia +abaappiaacaaoeiaabaaoeibaeaaaaaeabaachiaadaappiaacaaoeiaabaaoeia +acaaaaadabaachiaabaaoeiaadaaoeiaaiaaaaadabaaaiiaabaaoelaabaaoela +ahaaaaacabaaaiiaabaappiaafaaaaadabaabiiaabaappiaabaakklaacaaaaad +abaaciiaabaappibaeaaaakacaaaaaadacaaabiaabaappiaaaaaffkaafaaaaad +acaaahiaacaaaaiaabaaoekaafaaaaadacaachiaacaaoeiaabaappkaaeaaaaae +aaaachiaaaaaoeiaabaaoeiaacaaoeiaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefcbiaeaaaaeaaaaaaaagabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gcbaaaadpcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaaaaaaaaajbcaabaaaabaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaa +aaaaaaaaajaaaaaadbaaaaahbcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaa +aaaaaaaaanaaaeadakaabaaaabaaaaaabbaaaaahbcaabaaaabaaaaaaegbobaaa +aeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa +dccaaaalbcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaaaaaaaaaaahaaaaaa +dkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaaacaaaaaa +fgafbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaacaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaacaaaaaaegacbaaa +acaaaaaajgahbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaaagaabaaa +abaaaaaaegacbaaaacaaaaaajgahbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaa +acaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +dicaaaahicaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaai +icaabaaaabaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaa +abaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aeaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab +ejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +keaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +SLT R1.x, R0.w, c[2]; +MUL R2.xyz, R2.w, R2; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R2.xyz, R2, c[3].y; +RSQ R3.w, R3.w; +MOV result.color.w, R0; +KIL -R1.x; +TEX R1, fragment.texcoord[3], texture[2], 2D; +MUL R1.xyz, R1.w, R1; +MUL_SAT R1.w, R3, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].z; +POW R2.w, R1.w, c[0].x; +DP3 R1.w, R2, c[3].x; +MUL R2.xyz, R2.w, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R2.xyz, R2, c[1].w; +MAD R1.xyz, R1, c[3].x, R3; +MAD result.color.xyz, R0, R1, R2; +END +# 21 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_RimFalloff] +Vector 1 [_RimColor] +Float 2 [_Cutoff] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 22 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.00000000, 0.57735026, 8.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r4, t0, s0 +texldp r5, t2, s1 +texld r3, t3, s2 +texld r2, t3, s3 +add_pp r0.x, r4.w, -c2 +cmp r0.x, r0, c3.y, c3 +mov_pp r0, -r0.x +texkill r0.xyzw +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c0.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r0.xyz, r0, c3.z +dp3_pp r0.x, r0, c3.w +mul_pp r2.xyz, r3.w, r3 +mul_pp r2.xyz, r2, r0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c1 +mad_pp r1.xyz, r2, c3.w, r5 +mul r0.xyz, r0, c1.w +mov_pp r0.w, r4 +mad_pp r0.xyz, r4, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjopmegeppbelhakpggmcdamfgmampjchabaaaaaaliaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefclaadaaaaeaaaaaaaomaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaajbcaabaaa +abaaaaaadkaabaaaaaaaaaaaakiacaiaebaaaaaaaaaaaaaaajaaaaaadbaaaaah +bcaabaaaabaaaaaaakaabaaaabaaaaaaabeaaaaaaaaaaaaaanaaaeadakaabaaa +abaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaa +baaaaaakbcaabaaaabaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaa +egacbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahccaabaaaabaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaaagajbaaaacaaaaaafgafbaaa +abaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaa +efaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaajhcaabaaaabaaaaaajgahbaaaabaaaaaaagaabaaaabaaaaaa +egacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadicaaaahicaabaaa +abaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaabaaaaaa +dkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaabaaaaaa +dkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaabkiacaaa +aaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaai +hcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +dgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 148 used size, 11 vars +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Float 144 [_Cutoff] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbficamampfolebocphacchcgkkannjihabaaaaaapeagaaaaaeaaaaaa +daaaaaaagiacaaaacaagaaaamaagaaaaebgpgodjdaacaaaadaacaaaaaaacpppp +oeabaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaajaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaecaaaaadaaaacpiaaaaaoela 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+abaaaaaaaagabaaaabaaaaaadcaaaaajhcaabaaaabaaaaaajgahbaaaabaaaaaa +agaabaaaabaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +dicaaaahicaabaaaabaaaaaadkaabaaaabaaaaaackbabaaaacaaaaaaaaaaaaai +icaabaaaabaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaa +abaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aeaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 57 + + } + Fallback "Transparent/Cutout/VertexLit" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/diffuse b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/diffuse new file mode 100644 index 0000000..e1a991e --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/diffuse @@ -0,0 +1,29415 @@ +Shader "KSP/Diffuse" +{ + Properties + { + _MainTex("_MainTex (RGB)", 2D) = "white" {} + _Color ("Main Color", Color) = (1,1,1,1) + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 19 to 79 +// d3d9 - ALU: 20 to 82 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[24] = { { 1 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 46 ALU +def c23, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c23.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c23.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpfkjedpcpejdmlifpiklacoeackmonekabaaaaaakeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcaiagaaaaeaaaabaa 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+diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +bcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaa +aaaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaa +aaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaa +egadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaai +bcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaai +ccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaai +ecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaah +pcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaa +adaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaa +adaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaa +adaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"agal_vs +c23 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c23.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c23.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcpldkejaegkdiimlhgagepafninnoldlabaaaaaagialaaaaaeaaaaaa +daaaaaaapaadaaaaaaakaaaamiakaaaaebgpgodjliadaaaaliadaaaaaaacpopp +dmadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +acaabcaaahaaaeaaaaaaaaaaadaaaaaaaeaaalaaaaaaaaaaadaaamaaadaaapaa +aaaaaaaaadaabaaaafaabcaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbhaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaadaaoeka +afaaaaadabaaahiaaaaaffiabdaaoekaaeaaaaaeabaaahiabcaaoekaaaaaaaia +abaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahia +bfaaoekaaaaappiaaaaaoeiaaiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaac +abaaahiaacaaoejaafaaaaadacaaahiaabaanciaabaamjjaaeaaaaaeabaaahia 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+abaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 424 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + #line 432 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 440 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 444 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 448 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_12.w) * tmpvar_12.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb +aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia +aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka +aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa +fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + #line 419 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 423 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 427 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 433 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 436 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 440 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 444 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 448 + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 452 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mat3 tmpvar_12; + tmpvar_12[0].x = 0.816497; + tmpvar_12[0].y = -0.408248; + tmpvar_12[0].z = -0.408248; + tmpvar_12[1].x = 0.0; + tmpvar_12[1].y = 0.707107; + tmpvar_12[1].z = -0.707107; + tmpvar_12[2].x = 0.57735; + tmpvar_12[2].y = 0.57735; + tmpvar_12[2].z = 0.57735; + mediump vec3 scalePerBasisVector_13; + mediump vec3 lm_14; + lowp vec3 tmpvar_15; + tmpvar_15 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_14 = tmpvar_15; + lowp vec3 tmpvar_16; + tmpvar_16 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_13 = tmpvar_16; + lm_14 = (lm_14 * dot (clamp ((tmpvar_12 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_13)); + mediump vec3 tmpvar_17; + tmpvar_17 = (tmpvar_2 * lm_14); + c_1.xyz = tmpvar_17; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_14; + tmpvar_14[0].x = 0.816497; + tmpvar_14[0].y = -0.408248; + tmpvar_14[0].z = -0.408248; + tmpvar_14[1].x = 0.0; + tmpvar_14[1].y = 0.707107; + tmpvar_14[1].z = -0.707107; + tmpvar_14[2].x = 0.57735; + tmpvar_14[2].y = 0.57735; + tmpvar_14[2].z = 0.57735; + mediump vec3 scalePerBasisVector_15; + mediump vec3 lm_16; + lowp vec3 tmpvar_17; + tmpvar_17 = ((8.0 * tmpvar_12.w) * tmpvar_12.xyz); + lm_16 = tmpvar_17; + lowp vec3 tmpvar_18; + tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + scalePerBasisVector_15 = tmpvar_18; + lm_16 = (lm_16 * dot (clamp ((tmpvar_14 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_15)); + mediump vec3 tmpvar_19; + tmpvar_19 = (tmpvar_2 * lm_16); + c_1.xyz = tmpvar_19; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb +aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia +aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka +aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa +fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + #line 419 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 423 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 427 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 440 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 444 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 448 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * lm); + #line 452 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"!!ARBvp1.0 +# 48 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 48 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"vs_2_0 +; 51 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c25.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedcbjbonhhclicdaaelnfgpijdhehgjidfabaaaaaafeaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa 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+egiocaaaacaaaaaabeaaaaaaegaobaaaabaaaaaadiaaaaahpcaabaaaadaaaaaa +jgacbaaaabaaaaaaegakbaaaabaaaaaabbaaaaaibcaabaaaaeaaaaaaegiocaaa +acaaaaaabfaaaaaaegaobaaaadaaaaaabbaaaaaiccaabaaaaeaaaaaaegiocaaa +acaaaaaabgaaaaaaegaobaaaadaaaaaabbaaaaaiecaabaaaaeaaaaaaegiocaaa +acaaaaaabhaaaaaaegaobaaaadaaaaaaaaaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaaegacbaaaaeaaaaaadiaaaaahccaabaaaabaaaaaabkaabaaaabaaaaaa +bkaabaaaabaaaaaadcaaaaakbcaabaaaabaaaaaaakaabaaaabaaaaaaakaabaaa +abaaaaaabkaabaiaebaaaaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaa +acaaaaaabiaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + lowp vec4 c_18; + c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_12) * 2.0)); + c_18.w = tmpvar_4; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec4 o_29; + highp vec4 tmpvar_30; + tmpvar_30 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_31; + tmpvar_31.x = tmpvar_30.x; + tmpvar_31.y = (tmpvar_30.y * _ProjectionParams.x); + o_29.xy = (tmpvar_31 + tmpvar_30.w); + o_29.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_29; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +"agal_vs +c25 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 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+adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 442 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 446 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 458 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeiffcpdoacccnnanlhbhaokfgmccmaeabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_14; + tmpvar_14 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_14, ((tmpvar_12.x * 2.0) * tmpvar_13.xyz)), (tmpvar_14 * tmpvar_12.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahiaadaaoekaafaaaaad +abaaahiaaaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeia +aeaaaaaeaaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeia +amaaoekaaeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboa 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+giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaajaaaaaa +kgiocaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaa +aeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa +acaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa +acaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa +abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 449 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 453 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 457 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeiffcpdoacccnnanlhbhaokfgmccmaeabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + mat3 tmpvar_18; + tmpvar_18[0].x = 0.816497; + tmpvar_18[0].y = -0.408248; + tmpvar_18[0].z = -0.408248; + tmpvar_18[1].x = 0.0; + tmpvar_18[1].y = 0.707107; + tmpvar_18[1].z = -0.707107; + tmpvar_18[2].x = 0.57735; + tmpvar_18[2].y = 0.57735; + tmpvar_18[2].z = 0.57735; + mediump vec3 scalePerBasisVector_19; + mediump vec3 lm_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_20 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_19 = tmpvar_22; + lm_20 = (lm_20 * dot (clamp ((tmpvar_18 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_19)); + lowp vec3 tmpvar_23; + tmpvar_23 = vec3((tmpvar_12 * 2.0)); + mediump vec3 tmpvar_24; + tmpvar_24 = (tmpvar_2 * min (lm_20, tmpvar_23)); + c_1.xyz = tmpvar_24; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 scalePerBasisVector_16; + mediump vec3 lm_17; + lowp vec3 tmpvar_18; + tmpvar_18 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + lm_17 = tmpvar_18; + lowp vec3 tmpvar_19; + tmpvar_19 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + scalePerBasisVector_16 = tmpvar_19; + lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16)); + lowp vec3 arg1_20; + arg1_20 = ((tmpvar_12.x * 2.0) * tmpvar_13.xyz); + mediump vec3 tmpvar_21; + tmpvar_21 = (tmpvar_2 * max (min (lm_17, arg1_20), (lm_17 * tmpvar_12.x))); + c_1.xyz = tmpvar_21; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahiaadaaoekaafaaaaad +abaaahiaaaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeia 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vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 448 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 452 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 456 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + #line 460 + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 464 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +"!!ARBvp1.0 +# 74 ALU +PARAM c[32] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..31] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 74 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"vs_2_0 +; 77 ALU +def c31, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c31.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c31.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c31.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c31.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhlnbkfjajeiagcedfglmiibeomlnbmgoabaaaaaapeakaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa 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+egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * (max (0.0, xlv_TEXCOORD2.z) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"agal_vs +c31 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c31.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaabpaaaaaaabaaaaaa add r1, r2, c31.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaabpaaaaffabaaaaaa max r0, r0, c31.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c31.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedjhbdemlpiibhjdemaocdkpidgknlaeagabaaaaaalabaaaaaaeaaaaaa +daaaaaaaoiafaaaaeiapaaaababaaaaaebgpgodjlaafaaaalaafaaaaaaacpopp +deafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +acaaacaaaiaaaeaaaaaaaaaaacaabcaaahaaamaaaaaaaaaaadaaaaaaaeaabdaa +aaaaaaaaadaaamaaajaabhaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafcaaaapka 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TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 436 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 424 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 432 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 436 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 440 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 444 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 448 + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 452 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"!!ARBvp1.0 +# 79 ALU +PARAM c[33] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 79 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"vs_2_0 +; 82 ALU +def c33, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c33.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c33.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c33.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c33.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c33.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB 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unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + lowp vec4 c_18; + c_18.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * tmpvar_12) * 2.0)); + c_18.w = tmpvar_4; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_5 = tmpvar_36; + highp vec4 o_37; + highp vec4 tmpvar_38; + tmpvar_38 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_39; + tmpvar_39.x = tmpvar_38.x; + tmpvar_39.y = (tmpvar_38.y * _ProjectionParams.x); + o_37.xy = (tmpvar_39 + tmpvar_38.w); + o_37.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_37; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 c_12; + c_12.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0)); + c_12.w = tmpvar_4; + c_1.w = c_12.w; + c_1.xyz = (c_12.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +"agal_vs +c33 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednklonabjfbhhjkfebngedpjecihpdhjbabaaaaaakmbbaaaaaeaaaaaa +daaaaaaadeagaaaacmbaaaaapebaaaaaebgpgodjpmafaaaapmafaaaaaaacpopp 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+adaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaa +abaaaaaaegacbaaaadaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaa +ajaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +afaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 441 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 450 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 454 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 458 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 462 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_12) * 2.0)); + c_15.w = tmpvar_4; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 442 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 446 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 458 + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 449 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 453 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 457 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 scalePerBasisVector_16; + mediump vec3 lm_17; + lowp vec3 tmpvar_18; + tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_17 = tmpvar_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_16 = tmpvar_19; + lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16)); + lowp vec3 tmpvar_20; + tmpvar_20 = vec3((shadow_12 * 2.0)); + mediump vec3 tmpvar_21; + tmpvar_21 = (tmpvar_2 * min (lm_17, tmpvar_20)); + c_1.xyz = tmpvar_21; + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 448 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 452 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 456 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + #line 460 + mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 464 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + lowp vec4 c_15; + c_15.xyz = ((tmpvar_2 * _LightColor0.xyz) * ((max (0.0, xlv_TEXCOORD2.z) * shadow_12) * 2.0)); + c_15.w = tmpvar_4; + c_1.w = c_15.w; + c_1.xyz = (c_15.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 441 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 394 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 392 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 450 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 454 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 458 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingLambert( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 462 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 14 to 25, TEX: 1 to 4 +// d3d9 - ALU: 16 to 25, TEX: 1 to 4 +// d3d11 - ALU: 12 to 22, TEX: 1 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 22, TEX: 1 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 15 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.x, R0.x; +MUL_SAT R0.w, R0.x, fragment.texcoord[1].z; +MUL R0.xyz, R1, c[0]; +ADD R1.w, -R0, c[4].z; +MAX R0.w, fragment.texcoord[2].z, c[4].x; +MUL R0.xyz, R0.w, R0; +MUL R1.xyz, R1, fragment.texcoord[3]; +POW R0.w, R1.w, c[2].x; +MAD R0.xyz, R0, c[4].y, R1; +MUL R2.xyz, R0.w, c[3]; +MUL R1.xyz, R2, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 15 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 18 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r1, t0, s0 +mul_pp r3.xyz, r1, t3 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +mul r2.xyz, r0.x, c3 +mul_pp r1.xyz, r1, c0 +max_pp r0.x, t2.z, c4.y +mul_pp r0.xyz, r0.x, r1 +mad_pp r0.xyz, r0, c4.z, r3 +mul r1.xyz, r2, c3.w +mov_pp r0.w, c1.x +mad_pp r0.xyz, r1, c1.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 96 // 80 used size, 7 vars +Vector 16 [_LightColor0] 4 +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecednapbhcnfgflgohjmkigopblbhdeohnaeabaaaaaaheadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgmacaaaaeaaaaaaajlaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadeaaaaahicaabaaaaaaaaaaa +ckbabaaaadaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaadkaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaa +pgapbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"agal_ps +c4 1.0 0.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +adaaaaaaadaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r1.xyzz, v3 +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.w, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaacaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r2.xyz, r0.x, c3 +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c4.z +abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz +adaaaaaaabaaahacacaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r2.xyzz, c3.w +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c1.x +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 96 // 80 used size, 7 vars +Vector 16 [_LightColor0] 4 +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedoeiklepjjjmgbljeaopkgibbhilihohbabaaaaaabiafaaaaaeaaaaaa +daaaaaaanaabaaaaeeaeaaaaoeaeaaaaebgpgodjjiabaaaajiabaaaaaaacpppp +fiabaaaaeaaaaaaaacaaciaaaaaaeaaaaaaaeaaaabaaceaaaaaaeaaaaaaaaaaa +aaaaabaaabaaaaaaaaaaaaaaaaaaadaaacaaabaaaaaaaaaaaaacppppfbaaaaaf +adaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia +adaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioeka +aiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaad +aaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaad +abaaaiiaaaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaad +abaachiaabaaoeiaacaappkaalaaaaadaaaaciiaacaakklaadaaffkaacaaaaad +aaaaciiaaaaappiaaaaappiaafaaaaadacaachiaaaaaoeiaaaaaoekaafaaaaad +aaaachiaaaaaoeiaadaaoelaaeaaaaaeaaaachiaacaaoeiaaaaappiaaaaaoeia +aeaaaaaeaaaachiaabaaoeiaabaaaakaaaaaoeiaabaaaaacaaaaciiaabaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcgmacaaaaeaaaaaaajlaaaaaa +fjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadecbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +aeaaaaaadeaaaaahicaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaadcaaaaaj +hcaabaaaabaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[2], texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].y; +POW R1.w, R1.w, c[1].x; +MUL R2.xyz, R1.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R0.xyz, R0.w, R0; +MUL R2.xyz, R2, c[0].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +MOV result.color.w, c[0].x; +END +# 14 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"ps_2_0 +; 16 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r1, t2, s1 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r2.x, r0.x, c1.x +mov_pp r0.x, r2.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.y, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbjmdjmdcfbkpdaphgghhgggjocjikmklabaaaaaaemadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcfmacaaaaeaaaaaaajhaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +agiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"agal_ps +c3 1.0 8.0 0.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3 +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c3.y +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedelfdnbohpgfdljnhgpbhgagdfkebdfgjabaaaaaaneaeaaaaaeaaaaaa +daaaaaaaleabaaaabiaeaaaakaaeaaaaebgpgodjhmabaaaahmabaaaaaaacpppp +eeabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapkaaaaaiadp +aaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbia +aaaaaaiaabaakklaacaaaaadaaaacbiaaaaaaaibacaaaakacaaaaaadabaaaiia +aaaaaaiaaaaaffkaafaaaaadaaaaahiaabaappiaabaaoekaafaaaaadaaaachia +aaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaaakaabaaaaacabaaadia +aaaabllaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadacaacpiaaaaaoela +aaaioekaafaaaaadaaaaciiaabaappiaacaaffkaafaaaaadabaachiaabaaoeia +aaaappiaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciia +aaaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmacaaaaeaaaaaaa +jhaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +adaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 19 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[2], texture[1], 2D; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0.w, R0; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +ADD R0.w, -R2, c[3].z; +POW R0.w, R0.w, c[1].x; +MUL R1.xyz, R1, c[3].y; +MUL R3.xyz, R0.w, c[2]; +DP3 R0.w, R1, c[3].x; +MUL R1.xyz, R3, c[2].w; +MUL R0.xyz, R0, R0.w; +MUL R1.xyz, R1, c[0].x; +MUL R0.xyz, R0, R2; +MAD result.color.xyz, R0, c[3].x, R1; +MOV result.color.w, c[0].x; +END +# 19 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"ps_2_0 +; 20 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 1.00000000, 0.57735026, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r4, t0, s0 +texld r1, t2, s1 +texld r3, t2, s2 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r2.w, r0.x, c1.x +mov_pp r0.x, r2.w +mul_pp r3.xyz, r3.w, r3 +mul_pp r2.xyz, r3, c3.y +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +dp3_pp r2.x, r2, c3.z +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r1, r2.x +mul_pp r1.xyz, r1, r4 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.z, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 22 instructions, 3 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedhhpcbnigdfkmnnbeibpfnenkpmaemhikabaaaaaaaiaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcbiadaaaaeaaaaaaamgaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaabaaaaaakicaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddp +aaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"agal_ps +c3 1.0 0.57735 8.0 0.0 +[bc] +ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point> +ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3 +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaadaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r3.xyz, r3.w, r3.xyzz +adaaaaaaacaaahacadaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r3.xyzz, c3.y +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +bcaaaaaaacaaabacacaaaakeacaaaaaaadaaaakkabaaaaaa dp3 r2.x, r2.xyzz, c3.z +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r2.x +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r4.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 22 instructions, 3 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbjfcfnmmbkhpddlpboldlegpadepfbhpabaaaaaapaafaaaaaeaaaaaa +daaaaaaabeacaaaadeafaaaalmafaaaaebgpgodjnmabaaaanmabaaaaaaacpppp +kaabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaiadpaaaaaaebdkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkaabaaaaacaaaaadiaaaaabllaecaaaaadabaacpia +aaaaoeiaacaioekaecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpia +aaaaoelaaaaioekaafaaaaadabaaciiaabaappiaacaaffkaafaaaaadabaachia +abaaoeiaabaappiaaiaaaaadacaaciiaacaakkkaabaaoeiaafaaaaadaaaaciia +aaaappiaacaaffkaafaaaaadaaaachiaaaaaoeiaaaaappiaafaaaaadaaaachia +acaappiaaaaaoeiaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiia +aaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappib +acaaaakacaaaaaadacaaaiiaaaaappiaaaaaffkaafaaaaadabaaahiaacaappia +abaaoekaafaaaaadabaachiaabaaoeiaabaappkaafaaaaadabaachiaabaaoeia +aaaaaakaaeaaaaaeaaaachiaacaaoeiaaaaaoeiaabaaoeiaabaaaaacaaaaciia +aaaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcbiadaaaaeaaaaaaa +mgaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaagiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaabaaaaaakicaabaaaaaaaaaaaaceaaaaa +dkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 17 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R2.x, fragment.texcoord[4], texture[1], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.x; +MUL_SAT R1.w, R0, fragment.texcoord[1].z; +MUL R0.xyz, R1, c[0]; +MAX R0.w, fragment.texcoord[2].z, c[4].x; +MUL R0.w, R0, R2.x; +MUL R0.xyz, R0.w, R0; +MUL R1.xyz, R1, fragment.texcoord[3]; +ADD R1.w, -R1, c[4].z; +POW R0.w, R1.w, c[2].x; +MAD R0.xyz, R0, c[4].y, R1; +MUL R2.xyz, R0.w, c[3]; +MUL R1.xyz, R2, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 17 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"ps_2_0 +; 19 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 1.00000000, 0.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texldp r4, t4, s1 +texld r1, t0, s0 +mul_pp r3.xyz, r1, c0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.x, r0.x, c2.x +max_pp r0.x, t2.z, c4.y +mul_pp r0.x, r0, r4 +mul_pp r3.xyz, r0.x, r3 +mov_pp r0.x, r2.x +mul_pp r1.xyz, r1, t3 +mul r0.xyz, r0.x, c3 +mad_pp r1.xyz, r3, c4.z, r1 +mul r0.xyz, r0, c3.w +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 160 // 144 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgaedkfiepogamfbaefjebnpbamlhohjaabaaaaaapeadaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcneacaaaa +eaaaaaaalfaaaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadeaaaaahicaabaaaaaaaaaaa +ckbabaaaadaaaaaaabeaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa +aaaaaaaaagaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaa +pgapbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaahaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"agal_ps +c4 1.0 0.0 2.0 0.0 +[bc] +aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w +ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +adaaaaaaadaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r1.xyzz, c0 +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.w, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +ahaaaaaaaaaaabacacaaaakkaeaaaaaaaeaaaaffabaaaaaa max r0.x, v2.z, c4.y +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r0.x, r0.x, r4.x +adaaaaaaadaaahacaaaaaaaaacaaaaaaadaaaakeacaaaaaa mul r3.xyz, r0.x, r3.xyzz +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaacaaahacadaaaakeacaaaaaaaeaaaakkabaaaaaa mul r2.xyz, r3.xyzz, c4.z +abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 160 // 144 used size, 8 vars +Vector 16 [_LightColor0] 4 +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjgeogfkhkpeonhaikbppejfgnmgnlfikabaaaaaapeafaaaaaeaaaaaa +daaaaaaacmacaaaaaiafaaaamaafaaaaebgpgodjpeabaaaapeabaaaaaaacpppp +laabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaaaahaaacaaabaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkaagaaaaacaaaaaiiaaeaapplaafaaaaadaaaaadia +aaaappiaaeaaoelaecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpia +aaaaoelaabaioekaafaaaaadabaaciiaaaaaaaiaacaakklafiaaaaaeabaaciia +acaakklaabaappiaadaaffkaacaaaaadabaaciiaabaappiaabaappiaafaaaaad +aaaachiaabaaoeiaaaaaoekaafaaaaadabaachiaabaaoeiaadaaoelaaeaaaaae +aaaachiaaaaaoeiaabaappiaabaaoeiaaiaaaaadaaaaaiiaabaaoelaabaaoela +ahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaad +aaaaciiaaaaappibadaaaakacaaaaaadabaaabiaaaaappiaabaaffkaafaaaaad +abaaahiaabaaaaiaacaaoekaafaaaaadabaachiaabaaoeiaacaappkaaeaaaaae +aaaachiaabaaoeiaabaaaakaaaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcneacaaaaeaaaaaaalfaaaaaafjaaaaae +egiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +ecbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaadlcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaaiaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaafaaaaaapgbpbaaa +afaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaaaaaaaaadeaaaaahicaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaaaaaaaaaaagaabaaaabaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +abaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaa +dcaaaaajhcaabaaaabaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +ahaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaakeaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TXP R2.x, fragment.texcoord[3], texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R3.xyz, R0.w, R0; +MUL R0.xyz, R0, R2.x; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R0.w, R1, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3].z; +POW R0.w, R0.w, c[1].x; +MUL R2.yzw, R0.w, c[2].xxyz; +MUL R3.xyz, R3, c[3].x; +MUL R0.xyz, R0, c[3].y; +MIN R0.xyz, R3, R0; +MUL R3.xyz, R3, R2.x; +MUL R2.yzw, R2, c[2].w; +MUL R2.xyz, R2.yzww, c[0].x; +MAX R0.xyz, R0, R3; +MAD result.color.xyz, R1, R0, R2; +MOV result.color.w, c[0].x; +END +# 20 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 21 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 1.00000000, 8.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r1, t0, s0 +texldp r5, t3, s1 +texld r2, t2, s2 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r3.xyz, r2, r5.x +add r0.x, -r0.z, c3 +mul_pp r4.xyz, r3, c3.z +pow_pp r3.x, r0.x, c1.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r2.xyz, r0, c3.y +min_pp r4.xyz, r2, r4 +mov_pp r0.x, r3.x +mul_pp r2.xyz, r2, r5.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +max_pp r2.xyz, r4, r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, r2, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 9 vars +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbcfkchoakcladeoamccgkpodabkdjmjgabaaaaaafiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfaadaaaaeaaaaaaaneaaaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +agiacaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaa +akaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaa +agajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaa +ddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaah +hcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaa +abaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c3 1.0 8.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3 +adaaaaaaaeaaahacadaaaakeacaaaaaaadaaaakkabaaaaaa mul r4.xyz, r3.xyzz, c3.z +alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x +adaaaaaaaaaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r2.w, r2.xyzz +adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c3.y +agaaaaaaaeaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r2.xyzz, r4.xyzz +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +ahaaaaaaacaaahacaeaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r4.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r2.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 9 vars +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgdclokddoacofohobclnnonjcmneiaanabaaaaaahiagaaaaaeaaaaaa +daaaaaaaemacaaaakeafaaaaeeagaaaaebgpgodjbeacaaaabeacaaaaaaacpppp +niabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaabaaaaaa +aaababaaacacacaaaaaaahaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaagaaaaacaaaaaiia +acaapplaafaaaaadaaaaadiaaaaappiaacaaoelaabaaaaacabaaadiaaaaablla +ecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpiaabaaoeiaacaioeka +ecaaaaadacaacpiaaaaaoelaabaioekaacaaaaadacaaciiaaaaaaaiaaaaaaaia +afaaaaadaaaacoiaabaabliaacaappiaafaaaaadabaaciiaabaappiaacaaffka +afaaaaadabaachiaabaaoeiaabaappiaakaaaaadadaachiaaaaabliaabaaoeia +afaaaaadaaaachiaaaaaaaiaabaaoeiaalaaaaadabaachiaadaaoeiaaaaaoeia +aiaaaaadabaaaiiaabaaoelaabaaoelaahaaaaacabaaaiiaabaappiaafaaaaad +abaabiiaabaappiaabaakklaacaaaaadabaaciiaabaappibacaaaakacaaaaaad +acaaaiiaabaappiaaaaaffkaafaaaaadaaaaahiaacaappiaabaaoekaafaaaaad +aaaachiaaaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaaakaaeaaaaae +aaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciiaaaaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcfaadaaaaeaaaaaaaneaaaaaafjaaaaae +egiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +ahaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +egaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahocaabaaa +abaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaa +agajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaa +acaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 25 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TEX R0, fragment.texcoord[2], texture[3], 2D; +TXP R3.x, fragment.texcoord[3], texture[1], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R0.xyz, R0.w, R0; +MUL R3.yzw, R1.w, R1.xxyz; +MUL R0.xyz, R0, c[3].y; +MUL R1.xyz, R1, R3.x; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +DP3 R0.x, R0, c[3].x; +MUL R0.xyz, R3.yzww, R0.x; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3]; +POW R0.w, R0.w, c[1].x; +MUL R3.yzw, R0.w, c[2].xxyz; +MUL R0.xyz, R0, c[3].x; +MUL R1.xyz, R1, c[3].z; +MIN R1.xyz, R0, R1; +MUL R0.xyz, R0, R3.x; +MUL R3.yzw, R3, c[2].w; +MUL R3.xyz, R3.yzww, c[0].x; +MAX R0.xyz, R1, R0; +MAD result.color.xyz, R2, R0, R3; +MOV result.color.w, c[0].x; +END +# 25 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 25 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.57735026, 8.00000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r2, t0, s0 +texldp r5, t3, s1 +texld r0, t2, s3 +texld r3, t2, s2 +mul_pp r0.xyz, r0.w, r0 +mul_pp r0.xyz, r0, c3.y +dp3_pp r1.x, r0, c3.z +mul_pp r4.xyz, r3.w, r3 +mul_pp r1.xyz, r4, r1.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r4.xyz, r3, r5.x +add r0.x, -r0.z, c3 +pow_pp r3.x, r0.x, c1.x +mul_pp r0.xyz, r4, c3.w +mul_pp r1.xyz, r1, c3.z +min_pp r4.xyz, r1, r0 +mov_pp r0.x, r3.x +mul_pp r1.xyz, r1, r5.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +max_pp r1.xyz, r4, r1 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 9 vars +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedhkkioipobkcenodopopkfbejihjamdmgabaaaaaabeafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcamaeaaaaeaaaaaaaadabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaabaaaaaakbcaabaaaaaaaaaaaaceaaaaa +dkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaah +ccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaa +aaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaajgahbaaaaaaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaa +eghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaa +acaaaaaaakaabaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaaaaaaaaa +agaabaaaacaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaaddaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +deaaaaahhcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaabaaaaaah +icaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaabjaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaa +aaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaagiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"agal_ps +c3 1.0 0.57735 8.0 2.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point> +ciaaaaaaadaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r3, v2, s2 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c3.y +bcaaaaaaabaaabacaaaaaakeacaaaaaaadaaaakkabaaaaaa dp3 r1.x, r0.xyzz, c3.z +adaaaaaaaeaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r4.xyz, r3.w, r3.xyzz +adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaaeaaahacadaaaakeacaaaaaaafaaaaaaacaaaaaa mul r4.xyz, r3.xyzz, r5.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3 +alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x +adaaaaaaaaaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r4.xyzz, c3.w +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c3.z +agaaaaaaaeaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa min r4.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaabaaahacabaaaakeacaaaaaaafaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r5.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +ahaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa max r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 9 vars +Float 112 [_Opacity] +Float 116 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgfolnfkhggomgfhiioefgogmlopcfdlfabaaaaaajeahaaaaaeaaaaaa +daaaaaaakmacaaaamaagaaaagaahaaaaebgpgodjheacaaaaheacaaaaaaacpppp +deacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaabaaaaaa +aaababaaacacacaaadadadaaaaaaahaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkaabaaaaacaaaaadiaaaaabllaagaaaaacaaaaaeiaacaappla +afaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadacaacpiaaaaaoeiaadaioeka +ecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpiaabaaoeiaaaaioeka +ecaaaaadadaacpiaaaaaoelaabaioekaafaaaaadacaaciiaacaappiaacaaffka +afaaaaadacaachiaacaaoeiaacaappiaaiaaaaadadaaciiaacaakkkaacaaoeia +afaaaaadaaaaciiaaaaappiaacaaffkaafaaaaadabaacoiaaaaabliaaaaappia +afaaaaadabaacoiaadaappiaabaaoeiaacaaaaadaaaaciiaabaaaaiaabaaaaia +afaaaaadacaachiaabaaaaiaabaabliaafaaaaadaaaachiaaaaaoeiaaaaappia +akaaaaadaeaachiaaaaaoeiaabaabliaalaaaaadaaaachiaaeaaoeiaacaaoeia +aiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaad +aaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappibacaaaakacaaaaaad +adaaaiiaaaaappiaaaaaffkaafaaaaadabaaahiaadaappiaabaaoekaafaaaaad +abaachiaabaaoeiaabaappkaafaaaaadabaachiaabaaoeiaaaaaaakaaeaaaaae +aaaachiaadaaoeiaaaaaoeiaabaaoeiaabaaaaacaaaaciiaaaaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcamaeaaaaeaaaaaaaadabaaaafjaaaaae +egiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaadlcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaa +efaaaaajpcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaabaaaaaak +bcaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaa +aaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaaoaaaaah +dcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +acaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaaaaaaaaaakaabaaaacaaaaaaakaabaaaacaaaaaadiaaaaahhcaabaaa +acaaaaaaegacbaaaaaaaaaaaagaabaaaacaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaaddaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaadeaaaaahhcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadicaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaa +aaaaaaaaahaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaahaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 16 to 25 +// d3d9 - ALU: 19 to 28 +// d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkpenodabkfekmjabbconkkepgffgijmcabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_16; + c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_15)).w) * 2.0)); + c_16.w = tmpvar_6; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_16; + c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, vec2(tmpvar_15)).w) * 2.0)); + c_16.w = tmpvar_6; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbmeedpmjhpecllpnedbhjcehdjlmcnhbabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae +abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 425 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 407 + o.Alpha = _Opacity; +} +#line 431 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 433 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 437 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 441 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + c.w = 0.0; + #line 445 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 10 [_MainTex_ST] +"!!ARBvp1.0 +# 16 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[9]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R2, R0; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"vs_2_0 +; 19 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c6 +dp4 r3.z, c8, r0 +mul r2.xyz, r1, v1.w +mov r0, c5 +mov r1, c4 +dp4 r3.y, c8, r0 +dp4 r3.x, c8, r1 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhdnjbffokhfdklednleiibkkenifmiclabaaaaaaciaeaaaaadaaaaaa +cmaaaaaapeaaaaaageabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklfdeieefclmacaaaaeaaaabaakpaaaaaafjaaaaaeegiocaaaaaaaaaaa +agaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa +beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac +acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal +dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_14; + c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0)); + c_14.w = tmpvar_6; + c_1.xyz = c_14.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_14; + c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * (max (0.0, lightDir_2.z) * 2.0)); + c_14.w = tmpvar_6; + c_1.xyz = c_14.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaadaaaeacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c8, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaadaaacacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c8, r0 +bdaaaaaaadaaabacaiaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c8, r1 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 7 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcffilmljbembgilolmodlpdojfnebnmmabaaaaaaamagaaaaaeaaaaaa +daaaaaaabaacaaaaneaeaaaajmafaaaaebgpgodjniabaaaaniabaaaaaaacpopp +iaabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +abaaabaaaaaaaaaaabaaaaaaabaaacaaaaaaaaaaacaaaaaaaeaaadaaaaaaaaaa +acaabaaaaeaaahaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapia +acaaoekaafaaaaadabaaahiaaaaaffiaaiaaoekaaeaaaaaeabaaahiaahaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiaajaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiaakaaoekaaaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaaeaaoekaaeaaaaaeaaaaapiaadaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaafaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +agaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia +abaaaaacaaaaammaaaaaoeiappppaaaafdeieefclmacaaaaeaaaabaakpaaaaaa +fjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaa +fjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaad +pcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +giaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 414 +uniform highp vec4 _MainTex_ST; +#line 427 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 415 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 418 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 422 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 414 +uniform highp vec4 _MainTex_ST; +#line 427 +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 427 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 431 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 435 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + #line 439 + lowp vec4 c = LightingLambert( o, lightDir, 1.0); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].w, R0, c[16]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 28 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.w, r0, c15 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedimngfcnhilhddncjglppmjfpkkcfgimfabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpcaabaaaabaaaaaa +egiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaaabaaaaaadcaaaaak +pccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaobaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp vec2 P_15; + P_15 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_16; + tmpvar_16 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_17; + atten_17 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_15).w) * texture2D (_LightTextureB0, vec2(tmpvar_16)).w); + lowp vec4 c_18; + c_18.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_17) * 2.0)); + c_18.w = tmpvar_6; + c_1.xyz = c_18.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp vec2 P_15; + P_15 = ((xlv_TEXCOORD2.xy / xlv_TEXCOORD2.w) + 0.5); + highp float tmpvar_16; + tmpvar_16 = dot (xlv_TEXCOORD2.xyz, xlv_TEXCOORD2.xyz); + lowp float atten_17; + atten_17 = ((float((xlv_TEXCOORD2.z > 0.0)) * texture2D (_LightTexture0, P_15).w) * texture2D (_LightTextureB0, vec2(tmpvar_16)).w); + lowp vec4 c_18; + c_18.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * atten_17) * 2.0)); + c_18.w = tmpvar_6; + c_1.xyz = c_18.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v2.w, r0, c15 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedadfbhcndendpicombbjgdfpdnpcopfblabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja 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+fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaa +abaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaa +dcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaobaaaabaaaaaadcaaaaakpccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 430 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 434 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + #line 438 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 404 +#line 426 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 442 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 446 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 450 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + c.w = 0.0; + #line 454 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkpenodabkfekmjabbconkkepgffgijmcabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaa +ogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_16; + c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_15)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_16.w = tmpvar_6; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + mediump vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, xlv_TEXCOORD2); + lowp vec4 c_16; + c_16.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * (texture2D (_LightTextureB0, vec2(tmpvar_15)).w * textureCube (_LightTexture0, xlv_TEXCOORD2).w)) * 2.0)); + c_16.w = tmpvar_6; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbmeedpmjhpecllpnedbhjcehdjlmcnhbabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae +abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 422 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 426 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 430 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 434 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 438 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 442 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + c.w = 0.0; + #line 446 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Matrix 13 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 22 ALU +PARAM c[19] = { program.local[0], + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[17]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 22 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mul r2.xyz, r1, v1.w +mov r1, c8 +dp4 r3.x, c16, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c17, c17.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedldjedbaimlodeonecdlhimgmiokohphjabaaaaaahmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +piadaaaaeaaaabaapoaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaa +dcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaabaaaaaaaaaaadcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaagaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_14; + c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_14.w = tmpvar_6; + c_1.xyz = c_14.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_14; + c_14.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, lightDir_2.z) * texture2D (_LightTexture0, xlv_TEXCOORD2).w) * 2.0)); + c_14.w = tmpvar_6; + c_1.xyz = c_14.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r0.xyyy, c17.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 8 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedallbidmeeckfamnppofkegfbkoifplgaabaaaaaaaeaiaaaaaeaaaaaa +daaaaaaaleacaaaaleagaaaahmahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +biacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaaiaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaiaaaaad +abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia +abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad +abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad +abaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaae +aaaaapiaalaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkja +aaaaoeiaaeaaaaaeaaaaapiaaoaaoekaaaaappjaaaaaoeiaafaaaaadabaaadia +aaaaffiaacaaobkaaeaaaaaeaaaaadiaabaaobkaaaaaaaiaabaaoeiaaeaaaaae +aaaaadiaadaaobkaaaaakkiaaaaaoeiaaeaaaaaeaaaaamoaaeaabekaaaaappia +aaaaeeiaafaaaaadaaaaapiaaaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaakaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpiadaaaaeaaaabaa +poaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +abaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaa +gfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa +acaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaafgafbaaa +aaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaa +aaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaaaaaaaaaa +dcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaa +agaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 421 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 425 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + #line 429 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 388 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 395 +#line 417 +uniform highp vec4 _MainTex_ST; +#line 329 +lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) { + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + lowp vec4 c; + #line 333 + c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0)); + c.w = s.Alpha; + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 407 + o.Alpha = _Opacity; +} +#line 431 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 433 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 437 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 441 + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + c.w = 0.0; + #line 445 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 6 to 18, TEX: 1 to 3 +// d3d9 - ALU: 6 to 17, TEX: 1 to 3 +// d3d11 - ALU: 4 to 14, TEX: 1 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 4 to 14, TEX: 1 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 2 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL R1.x, R1, fragment.texcoord[1].z; +MUL R0.xyz, R0, c[0]; +MAX R1.x, R1, c[2]; +MOV result.color.w, c[2].x; +TEX R0.w, R0.w, texture[1], 2D; +MUL R0.w, R1.x, R0; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 12 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c1, 0.00000000, 2.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r1, t0, s0 +dp3 r0.x, t2, t2 +mov r0.xy, r0.x +mul_pp r1.xyz, r1, c0 +mov_pp r0.w, c1.x +texld r2, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mul_pp r0.z, r0.x, t1 +max_pp r0.x, r0.z, c1 +mul_pp r0.x, r0, r2 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c1.y +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmmandhphjmajooldnphnjipnheembileabaaaaaaleacaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa 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+daaaaaaakaabaaaagmadaaaapeadaaaaebgpgodjgiabaaaagiabaaaaaaacpppp +daabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkaaiaaaaadaaaaaiiaacaaoelaacaaoelaabaaaaacaaaaadia +aaaappiaecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpiaaaaaoela +abaioekaaiaaaaadabaaciiaabaaoelaabaaoelaahaaaaacabaaciiaabaappia +afaaaaadabaaciiaabaappiaabaakklaafaaaaadaaaacbiaaaaaaaiaabaappia +fiaaaaaeabaaciiaabaappiaaaaaaaiaabaaaakaacaaaaadabaaciiaabaappia +abaappiaafaaaaadaaaachiaabaaoeiaaaaaoekaafaaaaadaaaachiaabaappia +aaaaoeiaabaaaaacaaaaaiiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefcmeabaaaaeaaaaaaahbaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +fgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaapaaaaahbcaabaaa +aaaaaaaaagaabaaaaaaaaaaaagaabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaiocaabaaa +aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa +abeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 6 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R0.xyz, R0, c[0]; +MAX R0.w, fragment.texcoord[1].z, c[2].x; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +MOV result.color.w, c[2].x; +END +# 6 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 6 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 2.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +texld r0, t0, s0 +mul_pp r0.xyz, r0, c0 +max_pp r1.x, t1.z, c1 +mul_pp r0.xyz, r1.x, r0 +mul_pp r0.xyz, r0, c1.y +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 96 // 32 used size, 7 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 7 instructions, 1 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfhfehpjclmnbhmdpiefhapbgpcfigjbaabaaaaaaoiabaaaaadaaaaaa +cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcbaabaaaaeaaaaaaaeeaaaaaa +fjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadecbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaabaaaaaadeaaaaah +icaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 2.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +ahaaaaaaabaaabacabaaaakkaeaaaaaaabaaaaoeabaaaaaa max r1.x, v1.z, c1 +adaaaaaaaaaaahacabaaaaaaacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r1.x, r0.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 96 // 32 used size, 7 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 7 instructions, 1 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgjgmjefbgjmfeialabgcmhlgdcdgmkhjabaaaaaaneacaaaaaeaaaaaa +daaaaaaabiabaaaadaacaaaakaacaaaaebgpgodjoaaaaaaaoaaaaaaaaaacpppp +kmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachla +bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaafaaaaad +aaaachiaaaaaoeiaaaaaoekaalaaaaadaaaaciiaabaakklaabaaaakaacaaaaad +aaaaciiaaaaappiaaaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaac +aaaaaiiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcbaabaaaa +eaaaaaaaeeaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadecbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaa +abaaaaaadeaaaaahicaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaaaiaaaaaa +faaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 18 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 0.5, 2 } }; +TEMP R0; +TEMP R1; +RCP R0.x, fragment.texcoord[2].w; +MAD R1.xy, fragment.texcoord[2], R0.x, c[2].y; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +MOV result.color.w, c[2].x; +TEX R1.w, R1, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R0.w, R0.w, texture[2], 2D; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +SLT R1.y, c[2].x, fragment.texcoord[2].z; +MUL R1.y, R1, R1.w; +MUL R1.y, R1, R0.w; +MUL R1.x, R1, fragment.texcoord[1].z; +MAX R0.w, R1.x, c[2].x; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, R1.y; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].z; +END +# 18 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"ps_2_0 +; 17 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c1, 0.50000000, 0.00000000, 1.00000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2 +texld r2, t0, s0 +dp3 r0.x, t2, t2 +rcp r1.x, t2.w +mov r0.xy, r0.x +mad r1.xy, t2, r1.x, c1.x +mul_pp r2.xyz, r2, c0 +texld r0, r0, s2 +texld r1, r1, s1 +cmp r1.x, -t2.z, c1.y, c1.z +mul_pp r3.x, r1, r1.w +dp3_pp r1.x, t1, t1 +rsq_pp r1.x, r1.x +mul_pp r0.z, r1.x, t1 +max_pp r1.x, r0.z, c1.y +mul_pp r0.x, r3, r0 +mul_pp r0.x, r1, r0 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c1.w +mov_pp r0.w, c1.y +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfcgemanfjoeeidbjoddpilpjakdhlmibabaaaaaakiadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcliacaaaaeaaaaaaakoaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaaoaaaaahdcaabaaaaaaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaaaaaaaakdcaabaaaaaaaaaaaegaabaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +aaaaaaaaegaabaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah +bcaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaadaaaaaaabaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahbcaabaaaaaaaaaaa +dkaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaa +adaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaa +eghobaaaacaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaakaabaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaackbabaaaacaaaaaadeaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaa +fgafbaaaaaaaaaaaagaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaaaaaaaaaa +agajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +agaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"agal_ps +c1 0.5 0.0 1.0 2.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +afaaaaaaabaaabacacaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v2.w +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaabaaadacacaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v2, r1.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaaaaabaaaaaa add r1.xy, r1.xyyy, c1.x +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point> +bfaaaaaaabaaaeacacaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r1.z, v2.z +ckaaaaaaaaaaabacabaaaakkacaaaaaaabaaaaffabaaaaaa slt r0.x, r1.z, c1.y +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +ahaaaaaaabaaabacaaaaaakkacaaaaaaabaaaaffabaaaaaa max r1.x, r0.z, c1.y +adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaappabaaaaaa mul r0.xyz, r0.xyzz, c1.w +aaaaaaaaaaaaaiacabaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.y +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfogcakejppjciopgamppkpenhnkidclfabaaaaaahmafaaaaaeaaaaaa +daaaaaaaaaacaaaamaaeaaaaeiafaaaaebgpgodjmiabaaaamiabaaaaaaacpppp +imabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaabaaaaaa +acababaaaaacacaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapka +aaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaac +aaaaaaiaabaachlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaagaaaaacaaaaaiia +acaapplaaeaaaaaeaaaaadiaacaaoelaaaaappiaabaaaakaaiaaaaadabaaaiia +acaaoelaacaaoelaabaaaaacabaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia +aaaioekaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadacaacpiaaaaaoela +acaioekaafaaaaadacaaaiiaaaaappiaabaaaaiaaiaaaaadaaaacbiaabaaoela +abaaoelaahaaaaacaaaacbiaaaaaaaiaafaaaaadaaaacbiaaaaaaaiaabaakkla +alaaaaadabaacbiaaaaaaaiaabaaffkaafaaaaadacaaciiaacaappiaabaaaaia +fiaaaaaeacaaciiaacaakklbabaaffkaacaappiaacaaaaadacaaciiaacaappia +acaappiaafaaaaadaaaachiaacaaoeiaaaaaoekaafaaaaadaaaachiaacaappia +aaaaoeiaabaaaaacaaaaaiiaabaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefcliacaaaaeaaaaaaakoaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadpcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacacaaaaaaaoaaaaahdcaabaaaaaaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaaaaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaaaaaaaaaaegaabaaa +aaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaahbcaabaaaaaaaaaaa +abeaaaaaaaaaaaaackbabaaaadaaaaaaabaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaabeaaaaaaaaaiadpdiaaaaahbcaabaaaaaaaaaaadkaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaefaaaaajpcaabaaaabaaaaaafgafbaaaaaaaaaaaeghobaaaacaaaaaa +aagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaa +abaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaackbabaaaacaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaafgafbaaaaaaaaaaa +agaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaacaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaa +agijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +ejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 3 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[2], texture[2], CUBE; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL R0.xyz, R0, c[0]; +MUL R1.x, R1, fragment.texcoord[1].z; +MOV result.color.w, c[2].x; +TEX R0.w, R0.w, texture[1], 2D; +MUL R1.y, R0.w, R1.w; +MAX R0.w, R1.x, c[2].x; +MUL R0.w, R0, R1.y; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"ps_2_0 +; 13 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_cube s2 +def c1, 0.00000000, 2.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r2, t2, s2 +dp3 r0.x, t2, t2 +mov r1.xy, r0.x +dp3_pp r2.x, t1, t1 +rsq_pp r2.x, r2.x +texld r1, r1, s1 +texld r0, t0, s0 +mul_pp r1.z, r2.x, t1 +mul_pp r2.xyz, r0, c0 +mul r1.x, r1, r2.w +max_pp r0.x, r1.z, c1 +mul_pp r0.x, r0, r1 +mul_pp r0.xyz, r0.x, r2 +mul_pp r0.xyz, r0, c1.y +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjbgekbmbjppdfnelgfnicokknjhnomkjabaaaaaabaadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefccaacaaaaeaaaaaaaiiaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaaaaaaaaaagaabaaa +aaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaabaaaaaa +egbcbaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaabaaaaaahccaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackbabaaaacaaaaaa +deaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaaapaaaaah +bcaabaaaaaaaaaaafgafbaaaaaaaaaaaagaabaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"agal_ps +c1 0.0 2.0 0.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v2, s2 +adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +ahaaaaaaabaaabacaaaaaakkacaaaaaaabaaaaoeabaaaaaa max r1.x, r0.z, c1 +adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedplhonbmbljjlmbhjhlnlgbidicnkimhhabaaaaaalaaeaaaaaeaaaaaa +daaaaaaammabaaaapeadaaaahmaeaaaaebgpgodjjeabaaaajeabaaaaaaacpppp +fiabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaacaaaaaa +abababaaaaacacaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapka +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaac +aaaaaaiaabaachlabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaajiaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaaiaaaaadaaaaaiia +acaaoelaacaaoelaabaaaaacaaaaadiaaaaappiaecaaaaadaaaaapiaaaaaoeia +abaioekaecaaaaadabaaapiaacaaoelaaaaioekaecaaaaadacaacpiaaaaaoela +acaioekaafaaaaadacaaciiaaaaaaaiaabaappiaaiaaaaadaaaacbiaabaaoela +abaaoelaahaaaaacaaaacbiaaaaaaaiaafaaaaadaaaacbiaaaaaaaiaabaakkla +alaaaaadabaacbiaaaaaaaiaabaaaakaafaaaaadacaaciiaacaappiaabaaaaia +acaaaaadacaaciiaacaappiaacaappiaafaaaaadaaaachiaacaaoeiaaaaaoeka +afaaaaadaaaachiaacaappiaaaaaoeiaabaaaaacaaaaaiiaabaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefccaacaaaaeaaaaaaaiiaaaaaafjaaaaae +egiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaaaaaaaaa +agaabaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaa +abaaaaaaegbcbaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackbabaaa +acaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaa +apaaaaahbcaabaaaaaaaaaaafgafbaaaaaaaaaaaagaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaa +diaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaa +diaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 8 ALU, 2 TEX +PARAM c[3] = { program.local[0..1], + { 0, 2 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +TEX R0.w, fragment.texcoord[2], texture[1], 2D; +MAX R1.x, fragment.texcoord[1].z, c[2]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R1.x, R0; +MUL R0.xyz, R0.w, R0; +MUL result.color.xyz, R0, c[2].y; +MOV result.color.w, c[2].x; +END +# 8 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 7 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c1, 0.00000000, 2.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r0, t2, s1 +texld r1, t0, s0 +max_pp r0.x, t1.z, c1 +mul_pp r0.x, r0, r0.w +mul_pp r1.xyz, r1, c0 +mul_pp r0.xyz, r0.x, r1 +mul_pp r0.xyz, r0, c1.y +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 8 instructions, 2 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedehifajlclaoihdilihaokkegjfmgikcjabaaaaaaemacaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcfmabaaaaeaaaaaaafhaaaaaafjaaaaaeegiocaaa +aaaaaaaaacaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadecbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaa +aaaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaaapaaaaahbcaabaaa +aaaaaaaaagaabaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaiocaabaaa +aaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaahhccabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaa +abeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c1 0.0 2.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point> +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +ahaaaaaaaaaaabacabaaaakkaeaaaaaaabaaaaoeabaaaaaa max r0.x, v1.z, c1 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0 +adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c1.y +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 160 // 32 used size, 8 vars +Vector 16 [_LightColor0] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 8 instructions, 2 temp regs, 0 temp arrays: +// ALU 4 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedilkghkagpgkbdjdlaafdnbknmfmpkdcgabaaaaaahiadaaaaaeaaaaaa +daaaaaaafiabaaaalmacaaaaeeadaaaaebgpgodjcaabaaaacaabaaaaaaacpppp +oiaaaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaabaaaaaa +aaababaaaaaaabaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaac +aaaaadiaaaaabllaecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpia +aaaaoelaabaioekaafaaaaadabaaciiaaaaappiaabaakklafiaaaaaeabaaciia +abaakklaabaappiaabaaaakaacaaaaadabaaciiaabaappiaabaappiaafaaaaad +aaaachiaabaaoeiaaaaaoekaafaaaaadaaaachiaabaappiaaaaaoeiaabaaaaac +aaaaaiiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmabaaaa +eaaaaaaafhaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaacaaaaaa +abeaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaaagaabaaaaaaaaaaapgapbaaa +aaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaabaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaa +aaaaaaaaabaaaaaadiaaaaahhccabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaeaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 20 to 20 +// d3d9 - ALU: 21 to 21 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +"!!ARBvp1.0 +# 20 ALU +PARAM c[10] = { program.local[0], + state.matrix.mvp, + program.local[5..9] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[0].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +"vs_2_0 +; 21 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT0.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT2.xyz, r0, c8.w +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjocloobkcnbfmoalkdicjglokcphnmlaabaaaaaacmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +kiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaaaaaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadhccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadgaaaaagbcaabaaaabaaaaaa +akiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaaakiacaaaaaaaaaaa +anaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaaaaaaaaaaaoaaaaaabaaaaaah +ccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaabaaaaaaegacbaaa +acaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaabkiacaaa +aaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaabkiacaaaaaaaaaaaanaaaaaa +dgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaackiacaaaaaaaaaaa +amaaaaaadgaaaaagccaabaaaabaaaaaackiacaaaaaaaaaaaanaaaaaadgaaaaag +ecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedikhgclmafnmgiklkmfmegabbpifbhlpcabaaaaaaiiahaaaaaeaaaaaa +daaaaaaaiiacaaaadiagaaaaaaahaaaaebgpgodjfaacaaaafaacaaaaaaacpopp +aeacaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaaaaa +aeaaabaaaaaaaaaaaaaaamaaadaaafaaaaaaaaaaaaaabeaaabaaaiaaaaaaaaaa 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+egacbaaaaaaaaaaapgipcaaaaaaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapaaaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +#line 415 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 419 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + #line 423 + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec3 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 426 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 428 + Input surfIN; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 432 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 436 + lowp vec3 worldN; + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + #line 440 + o.Normal = worldN; + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + #line 444 + return res; +} +in highp vec3 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 5 to 5, TEX: 0 to 0 +// d3d9 - ALU: 6 to 6 +// d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 5 ALU, 0 TEX +PARAM c[1] = { { 0, 0.5 } }; +TEMP R0; +MOV R0.z, fragment.texcoord[2]; +MOV R0.x, fragment.texcoord[0].z; +MOV R0.y, fragment.texcoord[1].z; +MAD result.color.xyz, R0, c[0].y, c[0].y; +MOV result.color.w, c[0].x; +END +# 5 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +"ps_2_0 +; 6 ALU +def c0, 0.50000000, 0.00000000, 0, 0 +dcl t0.xyz +dcl t1.xyz +dcl t2.xyz +mov_pp r0.z, t2 +mov_pp r0.x, t0.z +mov_pp r0.y, t1.z +mad_pp r0.xyz, r0, c0.x, c0.x +mov_pp r0.w, c0.y +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjajonmoekahckinhocklpkekiknflceeabaaaaaamaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcnaaaaaaaeaaaaaaadeaaaaaagcbaaaadecbabaaa +abaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaafbcaabaaaaaaaaaaackbabaaa +abaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaacaaaaaadgaaaaafecaabaaa +aaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpmiegmndjpklicmmampbinnmdcejiohnabaaaaaaimacaaaaaeaaaaaa +daaaaaaapiaaaaaanaabaaaafiacaaaaebgpgodjmaaaaaaamaaaaaaaaaacpppp +jmaaaaaaceaaaaaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaacpppp +fbaaaaafaaaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaahlaafaaaaad +aaaacbiaaaaakklaaaaaaakaafaaaaadaaaacciaabaakklaaaaaaakaafaaaaad +aaaaceiaacaakklaaaaaaakaacaaaaadaaaachiaaaaaoeiaaaaaaakaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcnaaaaaaa +eaaaaaaadeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa +gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa +ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap +hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp +aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 24 to 41 +// d3d9 - ALU: 25 to 42 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcjiafaaaaeaaaabaa +ggabaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + lowp vec4 c_17; + mediump vec3 tmpvar_18; + tmpvar_18 = (tmpvar_4 * light_3.xyz); + c_17.xyz = tmpvar_18; + c_17.w = tmpvar_6; + c_2 = c_17; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + lowp vec4 c_17; + mediump vec3 tmpvar_18; + tmpvar_18 = (tmpvar_4 * light_3.xyz); + c_17.xyz = tmpvar_18; + c_17.w = tmpvar_6; + c_2 = c_17; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 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+ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 424 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 436 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 440 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 444 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + #line 448 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpimipbohlehndbhekigklgenllffpineabaaaaaaeaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaa 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+aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa +abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaa +agaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaa +afaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa 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+adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_18.w; + highp float tmpvar_19; + tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_21; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_22; + mediump vec3 tmpvar_23; + tmpvar_23 = (tmpvar_7 * light_6.xyz); + c_22.xyz = tmpvar_23; + c_22.w = tmpvar_9; + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_18.w; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_7 * light_6.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_9; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" 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+laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 429 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 441 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 445 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 449 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 453 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 457 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 scalePerBasisVector_16; + mediump vec3 lm_17; + lowp vec3 tmpvar_18; + tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_17 = tmpvar_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_16 = tmpvar_19; + lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16)); + mediump vec4 tmpvar_20; + tmpvar_20.w = 0.0; + tmpvar_20.xyz = lm_17; + mediump vec4 tmpvar_21; + tmpvar_21 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_20); + light_3 = tmpvar_21; + lowp vec4 c_22; + mediump vec3 tmpvar_23; + tmpvar_23 = (tmpvar_4 * tmpvar_21.xyz); + c_22.xyz = tmpvar_23; + c_22.w = tmpvar_6; + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_17; + tmpvar_17[0].x = 0.816497; + tmpvar_17[0].y = -0.408248; + tmpvar_17[0].z = -0.408248; + tmpvar_17[1].x = 0.0; + tmpvar_17[1].y = 0.707107; + tmpvar_17[1].z = -0.707107; + tmpvar_17[2].x = 0.57735; + tmpvar_17[2].y = 0.57735; + tmpvar_17[2].z = 0.57735; + mediump vec3 scalePerBasisVector_18; + mediump vec3 lm_19; + lowp vec3 tmpvar_20; + tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + lm_19 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + scalePerBasisVector_18 = tmpvar_21; + lm_19 = (lm_19 * dot (clamp ((tmpvar_17 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_18)); + mediump vec4 tmpvar_22; + tmpvar_22.w = 0.0; + tmpvar_22.xyz = lm_19; + mediump vec4 tmpvar_23; + tmpvar_23 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_22); + light_3 = tmpvar_23; + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_4 * tmpvar_23.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_6; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaafaaaaad 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+apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 424 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 437 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 441 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 445 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + #line 453 + light += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + lowp vec4 c_17; + mediump vec3 tmpvar_18; + tmpvar_18 = (tmpvar_4 * light_3.xyz); + c_17.xyz = tmpvar_18; + c_17.w = tmpvar_6; + c_2 = c_17; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + lowp vec4 c_17; + mediump vec3 tmpvar_18; + tmpvar_18 = (tmpvar_4 * light_3.xyz); + c_17.xyz = tmpvar_18; + c_17.w = tmpvar_6; + c_2 = c_17; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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_glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 424 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 436 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 440 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 444 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingLambert_PrePass( o, light); + #line 448 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic 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highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_18.w; + highp float tmpvar_19; + tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_21; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_22; + mediump vec3 tmpvar_23; + tmpvar_23 = (tmpvar_7 * light_6.xyz); + c_22.xyz = tmpvar_23; + c_22.w = tmpvar_9; + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = color_11.xyz; + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_18.w; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_7 * light_6.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_9; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednfdcpokkohlbajggapndgckofjkopnfiabaaaaaakiakaaaaaeaaaaaa +daaaaaaajeadaaaaciajaaaapaajaaaaebgpgodjfmadaaaafmadaaaaaaacpopp +piacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaabjaaabaaafaaaaaaaaaa +adaaaaaaaiaaagaaaaaaaaaaadaaamaaajaaaoaaaaaaaaaaaaaaaaaaaaacpopp +fbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaaaaaaaaaabpaaaaacafaaaaia 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m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 429 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 441 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 445 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 449 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 453 + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + #line 457 + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + #line 461 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mat3 tmpvar_15; + tmpvar_15[0].x = 0.816497; + tmpvar_15[0].y = -0.408248; + tmpvar_15[0].z = -0.408248; + tmpvar_15[1].x = 0.0; + tmpvar_15[1].y = 0.707107; + tmpvar_15[1].z = -0.707107; + tmpvar_15[2].x = 0.57735; + tmpvar_15[2].y = 0.57735; + tmpvar_15[2].z = 0.57735; + mediump vec3 scalePerBasisVector_16; + mediump vec3 lm_17; + lowp vec3 tmpvar_18; + tmpvar_18 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_17 = tmpvar_18; + lowp vec3 tmpvar_19; + tmpvar_19 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_16 = tmpvar_19; + lm_17 = (lm_17 * dot (clamp ((tmpvar_15 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_16)); + mediump vec4 tmpvar_20; + tmpvar_20.w = 0.0; + tmpvar_20.xyz = lm_17; + mediump vec4 tmpvar_21; + tmpvar_21 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_20); + light_3 = tmpvar_21; + lowp vec4 c_22; + mediump vec3 tmpvar_23; + tmpvar_23 = (tmpvar_4 * tmpvar_21.xyz); + c_22.xyz = tmpvar_23; + c_22.w = tmpvar_6; + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = color_8.xyz; + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + mat3 tmpvar_17; + tmpvar_17[0].x = 0.816497; + tmpvar_17[0].y = -0.408248; + tmpvar_17[0].z = -0.408248; + tmpvar_17[1].x = 0.0; + tmpvar_17[1].y = 0.707107; + tmpvar_17[1].z = -0.707107; + tmpvar_17[2].x = 0.57735; + tmpvar_17[2].y = 0.57735; + tmpvar_17[2].z = 0.57735; + mediump vec3 scalePerBasisVector_18; + mediump vec3 lm_19; + lowp vec3 tmpvar_20; + tmpvar_20 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + lm_19 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + scalePerBasisVector_18 = tmpvar_21; + lm_19 = (lm_19 * dot (clamp ((tmpvar_17 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_18)); + mediump vec4 tmpvar_22; + tmpvar_22.w = 0.0; + tmpvar_22.xyz = lm_19; + mediump vec4 tmpvar_23; + tmpvar_23 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_22); + light_3 = tmpvar_23; + lowp vec4 c_24; + mediump vec3 tmpvar_25; + tmpvar_25 = (tmpvar_4 * tmpvar_23.xyz); + c_24.xyz = tmpvar_25; + c_24.w = tmpvar_6; + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 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m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 424 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 386 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 384 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 344 +mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) { + #line 346 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + return vec4( lm, 0.0); +} +#line 337 +lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + lowp vec4 c; + c.xyz = (s.Albedo * light.xyz); + #line 341 + c.w = s.Alpha; + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 437 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 441 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 445 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true); + light += lm; + #line 453 + mediump vec4 c = LightingLambert_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 13 to 27, TEX: 2 to 4 +// d3d9 - ALU: 15 to 27, TEX: 2 to 4 +// d3d11 - ALU: 12 to 18, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 18, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 16 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TXP R1.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3].x; +POW R0.w, R0.w, c[1].x; +MUL R2.xyz, R0.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +LG2 R1.x, R1.x; +LG2 R1.z, R1.z; +LG2 R1.y, R1.y; +ADD R1.xyz, -R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +MOV result.color.w, c[0].x; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 18 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r3, t0, s0 +texldp r2, t2, s1 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +log_pp r1.x, r2.x +log_pp r1.z, r2.z +log_pp r1.y, r2.y +add_pp r1.xyz, -r1, t3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedciplabnnicnlhldiclfgijpeobebklhnabaaaaaaiiadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefciaacaaaaeaaaaaaakaaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafhcaabaaaabaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaa +aeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedganannpoecpbiephkmpbgneiieealojcabaaaaaaemafaaaaaeaaaaaa +daaaaaaapaabaaaahiaeaaaabiafaaaaebgpgodjliabaaaaliabaaaaaaacpppp +iaabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapkaaaaaiadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaia 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+iccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 27 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R1, fragment.texcoord[3], texture[2], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0.w, R0; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R1.w; +MUL R0.xyz, R0, c[4].x; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R1.w, -R0, c[4].y; +DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4]; +POW R1.w, R1.w, c[1].x; +RSQ R0.w, R0.w; +MUL R4.xyz, R1.w, c[2]; +RCP R0.w, R0.w; +MAD R1.xyz, R1, c[4].x, -R0; +MAD_SAT R0.w, R0, c[3].z, c[3]; +MAD R0.xyz, R0.w, R1, R0; +MUL R4.xyz, R4, c[2].w; +MUL R1.xyz, R4, c[0].x; +LG2 R3.x, R3.x; +LG2 R3.y, R3.y; +LG2 R3.z, R3.z; +ADD R0.xyz, -R3, R0; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 27 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 27 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r3, t0, s0 +texldp r2, t2, s1 +texld r1, t3, s2 +texld r0, t3, s3 +mul_pp r4.xyz, r0.w, r0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r1.xyz, r1.w, r1 +mul_pp r5.xyz, r4, c4.y +add r0.x, -r0.z, c4 +mad_pp r6.xyz, r1, c4.y, -r5 +pow_pp r4.x, r0.x, c1.x +dp4 r1.x, t4, t4 +rsq r1.x, r1.x +rcp r0.x, r1.x +mad_sat r0.x, r0, c3.z, c3.w +mad_pp r1.xyz, r0.x, r6, r5 +mov_pp r0.x, r4.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +log_pp r2.x, r2.x +log_pp r2.y, r2.y +log_pp r2.z, r2.z +add_pp r1.xyz, -r2, r1 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 128 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgaaaboapkbmkhlkkjkgcndajagmajhknabaaaaaaciafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa 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+aaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 128 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedonnlpjblmfflemcfamhjdhkjgicnkdmbabaaaaaaniahaaaaaeaaaaaa +daaaaaaanmacaaaaomagaaaakeahaaaaebgpgodjkeacaaaakeacaaaaaaacpppp +fiacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +ajaaaaadaaaaaiiaadaaoelaadaaoelaahaaaaacaaaaabiaaaaappiaagaaaaac +aaaaabiaaaaaaaiaaeaaaaaeaaaadbiaaaaaaaiaacaakkkaacaappkaabaaaaac +abaaadiaaaaabllaagaaaaacaaaaaciaacaapplaafaaaaadacaaadiaaaaaffia +acaaoelaecaaaaadadaacpiaabaaoeiaadaioekaecaaaaadabaacpiaabaaoeia +acaioekaecaaaaadacaacpiaacaaoeiaabaioekaecaaaaadaeaacpiaaaaaoela +aaaioekaafaaaaadacaaciiaadaappiaadaaffkaafaaaaadaaaacoiaadaablia +acaappiaafaaaaadabaaciiaabaappiaadaaffkaaeaaaaaeabaachiaabaappia +abaaoeiaaaaablibaeaaaaaeaaaachiaaaaaaaiaabaaoeiaaaaabliaapaaaaac +abaacbiaacaaaaiaapaaaaacabaacciaacaaffiaapaaaaacabaaceiaacaakkia +acaaaaadaaaachiaaaaaoeiaabaaoeibaiaaaaadaaaaaiiaabaaoelaabaaoela +ahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaad +aaaaciiaaaaappibadaaaakacaaaaaadaeaaaiiaaaaappiaaaaaffkaafaaaaad +abaaahiaaeaappiaabaaoekaafaaaaadabaachiaabaaoeiaabaappkaafaaaaad +abaachiaabaaoeiaaaaaaakaaeaaaaaeaaaachiaaeaaoeiaaaaaoeiaabaaoeia +abaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +aiaeaaaaeaaaaaaaacabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaae +aahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +pcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabbaaaaah +bcaabaaaaaaaaaaaegbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadccaaaalbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckiacaaaaaaaaaaaahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaah +ccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaa +aaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaabaaaaaa +pgapbaaaabaaaaaaegacbaaaabaaaaaajgahbaiaebaaaaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaajgahbaaaaaaaaaaa +aoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +cpaaaaafhcaabaaaabaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaiaebaaaaaaabaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaa +dkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 23 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[3], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[3], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0.w, R0; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +ADD R0.w, -R2, c[3].z; +POW R0.w, R0.w, c[1].x; +MUL R1.xyz, R1, c[3].y; +MUL R4.xyz, R0.w, c[2]; +DP3 R0.w, R1, c[3].x; +MUL R1.xyz, R4, c[2].w; +MUL R0.xyz, R0, R0.w; +MUL R1.xyz, R1, c[0].x; +LG2 R3.x, R3.x; +LG2 R3.z, R3.z; +LG2 R3.y, R3.y; +MAD R0.xyz, R0, c[3].x, -R3; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 23 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 23 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.57735026, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r5, t0, s0 +texldp r4, t2, s1 +texld r3, t3, s2 +texld r2, t3, s3 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c1.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r0.xyz, r0, c3.y +dp3_pp r0.x, r0, c3.z +mul_pp r2.xyz, r3.w, r3 +mul_pp r2.xyz, r2, r0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +log_pp r1.x, r4.x +log_pp r1.z, r4.z +log_pp r1.y, r4.y +mad_pp r1.xyz, r2, c3.z, -r1 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 80 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedngkhgakddlnbmhojbkfomkhcanceefdfabaaaaaakiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaabaaaaaakbcaabaaaaaaaaaaaaceaaaaa +dkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaaaoaaaaahgcaabaaa +aaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +jgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafocaabaaa +aaaaaaaaagajbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaabaaaaaaagaabaaa +aaaaaaaajgahbaiaebaaaaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaa +aaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 80 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbboonieglfcghgejlnakkdlfolaebelfabaaaaaaaaahaaaaaeaaaaaa +daaaaaaaieacaaaacmagaaaammagaaaaebgpgodjemacaaaaemacaaaaaaacpppp +amacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkaabaaaaacaaaaadiaaaaabllaagaaaaacaaaaaeiaacaappla +afaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadacaacpiaaaaaoeiaadaioeka +ecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpiaabaaoeiaabaioeka +ecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadabaaciiaacaappiaacaaffka +afaaaaadacaachiaacaaoeiaabaappiaaiaaaaadabaaciiaacaakkkaacaaoeia +afaaaaadaaaaciiaaaaappiaacaaffkaafaaaaadaaaachiaaaaaoeiaaaaappia +apaaaaacacaacbiaabaaaaiaapaaaaacacaacciaabaaffiaapaaaaacacaaceia +abaakkiaaeaaaaaeaaaachiaaaaaoeiaabaappiaacaaoeibaiaaaaadaaaaaiia +abaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappia +abaakklaacaaaaadaaaaciiaaaaappibacaaaakacaaaaaadadaaaiiaaaaappia +aaaaffkaafaaaaadabaaahiaadaappiaabaaoekaafaaaaadabaachiaabaaoeia +abaappkaafaaaaadabaachiaabaaoeiaaaaaaakaaeaaaaaeaaaachiaadaaoeia +aaaaoeiaabaaoeiaabaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaa +afaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaa +aaaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaabaaaaaakbcaabaaaaaaaaaaa +aceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaaaoaaaaah +gcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaaf +ocaabaaaaaaaaaaaagajbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaabaaaaaa +agaabaaaaaaaaaaajgahbaiaebaaaaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaa +dkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 13 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TXP R1.xyz, fragment.texcoord[2], texture[1], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3].x; +POW R0.w, R0.w, c[1].x; +MUL R2.xyz, R0.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R2.xyz, R2, c[0].x; +ADD R1.xyz, R1, fragment.texcoord[3]; +MAD result.color.xyz, R0, R1, R2; +MOV result.color.w, c[0].x; +END +# 13 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 15 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texldp r2, t2, s1 +texld r3, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c1.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +add_pp r1.xyz, r2, t3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkmjfmifehdoeoobbmomjdgadkalgohlnabaaaaaahaadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgiacaaaaeaaaaaaajkaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaadaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 112 // 80 used size, 8 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjajgjidenpemhknmokhhkhkaalhkilidabaaaaaabaafaaaaaeaaaaaa +daaaaaaammabaaaadmaeaaaanmaeaaaaebgpgodjjeabaaaajeabaaaaaaacpppp +fmabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapkaaaaaiadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakkla +acaaaaadaaaacbiaaaaaaaibacaaaakacaaaaaadabaaaiiaaaaaaaiaaaaaffka +afaaaaadaaaaahiaabaappiaabaaoekaafaaaaadaaaachiaaaaaoeiaabaappka +afaaaaadaaaachiaaaaaoeiaaaaaaakaagaaaaacaaaaaiiaacaapplaafaaaaad +abaaadiaaaaappiaacaaoelaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaad +acaacpiaaaaaoelaaaaioekaacaaaaadabaachiaabaaoeiaadaaoelaaeaaaaae +aaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciiaaaaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcgiacaaaaeaaaaaaajkaaaaaafjaaaaae +egiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaa +akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaadaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 24 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R1, fragment.texcoord[3], texture[2], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0.w, R0; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R1.w; +MUL R0.xyz, R0, c[4].x; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R1.w, -R0, c[4].y; +DP4 R0.w, fragment.texcoord[4], fragment.texcoord[4]; +POW R1.w, R1.w, c[1].x; +RSQ R0.w, R0.w; +MUL R4.xyz, R1.w, c[2]; +RCP R0.w, R0.w; +MAD R1.xyz, R1, c[4].x, -R0; +MAD_SAT R0.w, R0, c[3].z, c[3]; +MAD R0.xyz, R0.w, R1, R0; +MUL R4.xyz, R4, c[2].w; +MUL R1.xyz, R4, c[0].x; +ADD R0.xyz, R3, R0; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 24 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +Vector 3 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 24 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r3, t0, s0 +texldp r2, t2, s1 +texld r0, t3, s2 +texld r4, t3, s3 +mul_pp r1.xyz, r0.w, r0 +mul_pp r4.xyz, r4.w, r4 +mul_pp r5.xyz, r4, c4.y +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mad_pp r6.xyz, r1, c4.y, -r5 +add r1.x, -r0.z, c4 +pow_pp r4.x, r1.x, c1.x +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r1.x, r0.x +mov_pp r0.x, r4.x +mad_sat r1.x, r1, c3.z, c3.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mad_pp r1.xyz, r1.x, r6, r5 +add_pp r1.xyz, r2, r1 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r3, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 128 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjcmbngeldkkgdcmfpahlnkkgebjckahgabaaaaaabaafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpaadaaaa +eaaaaaaapmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabbaaaaahbcaabaaa +aaaaaaaaegbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadccaaaalbcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaa +aaaaaaaaahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaa +aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaa +agajbaaaabaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaabaaaaaapgapbaaa +abaaaaaaegacbaaaabaaaaaajgahbaiaebaaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaajgahbaaaaaaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaa +aaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +agiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 128 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedleogcbfblegngjmmiclgggikchekppaaabaaaaaajmahaaaaaeaaaaaa +daaaaaaaliacaaaalaagaaaagiahaaaaebgpgodjiaacaaaaiaacaaaaaaacpppp +deacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +ajaaaaadaaaaaiiaadaaoelaadaaoelaahaaaaacaaaaabiaaaaappiaagaaaaac +aaaaabiaaaaaaaiaaeaaaaaeaaaadbiaaaaaaaiaacaakkkaacaappkaabaaaaac +abaaadiaaaaabllaagaaaaacaaaaaciaacaapplaafaaaaadacaaadiaaaaaffia +acaaoelaecaaaaadadaacpiaabaaoeiaadaioekaecaaaaadabaacpiaabaaoeia +acaioekaecaaaaadacaacpiaacaaoeiaabaioekaecaaaaadaeaacpiaaaaaoela +aaaioekaafaaaaadacaaciiaadaappiaadaaffkaafaaaaadaaaacoiaadaablia +acaappiaafaaaaadabaaciiaabaappiaadaaffkaaeaaaaaeabaachiaabaappia +abaaoeiaaaaablibaeaaaaaeaaaachiaaaaaaaiaabaaoeiaaaaabliaacaaaaad +aaaachiaaaaaoeiaacaaoeiaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaac +aaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciia +aaaappibadaaaakacaaaaaadaeaaaiiaaaaappiaaaaaffkaafaaaaadabaaahia +aeaappiaabaaoekaafaaaaadabaachiaabaaoeiaabaappkaafaaaaadabaachia +abaaoeiaaaaaaakaaeaaaaaeaaaachiaaeaaoeiaaaaaoeiaabaaoeiaabaaaaac +aaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcpaadaaaa +eaaaaaaapmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabbaaaaahbcaabaaa +aaaaaaaaegbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadccaaaalbcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaa +aaaaaaaaahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahccaabaaa +aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaa +agajbaaaabaaaaaafgafbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaabaaaaaapgapbaaa +abaaaaaaegacbaaaabaaaaaajgahbaiaebaaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaajgahbaaaaaaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadicaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaa +aaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaapgapbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +agiacaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 4 TEX +PARAM c[4] = { program.local[0..2], + { 8, 0.57735026, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R0, fragment.texcoord[3], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[3], 2D; +TEX R2.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R3.xyz, fragment.texcoord[2], texture[1], 2D; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +MUL R1.xyz, R1.w, R1; +MUL R0.xyz, R0.w, R0; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +ADD R0.w, -R2, c[3].z; +POW R0.w, R0.w, c[1].x; +MUL R1.xyz, R1, c[3].y; +MUL R4.xyz, R0.w, c[2]; +DP3 R0.w, R1, c[3].x; +MUL R1.xyz, R4, c[2].w; +MUL R0.xyz, R0, R0.w; +MUL R1.xyz, R1, c[0].x; +MAD R0.xyz, R0, c[3].x, R3; +MAD result.color.xyz, R2, R0, R1; +MOV result.color.w, c[0].x; +END +# 20 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 20 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 1.00000000, 0.57735026, 8.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r5, t0, s0 +texldp r4, t2, s1 +texld r3, t3, s2 +texld r2, t3, s3 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r1.w, r0.x, c1.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r0.xyz, r0, c3.y +dp3_pp r0.x, r0, c3.z +mul_pp r2.xyz, r3.w, r3 +mul_pp r2.xyz, r2, r0.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mad_pp r1.xyz, r2, c3.z, r4 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r5, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 80 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedciengdodojfbahdecaakjjkgfjeiijcjabaaaaaajaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefciiadaaaaeaaaaaaaocaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaabaaaaaakicaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddp +aaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 80 used size, 10 vars +Float 48 [_Opacity] +Float 52 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpolafeipbhbfkaddkinbopapifjgochlabaaaaaameagaaaaaeaaaaaa +daaaaaaagaacaaaapaafaaaajaagaaaaebgpgodjciacaaaaciacaaaaaaacpppp +oiabaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaaf +acaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaac +aaaaaajaadaiapkaagaaaaacaaaaaiiaacaapplaafaaaaadaaaaadiaaaaappia +acaaoelaabaaaaacabaaadiaaaaabllaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadacaacpiaabaaoeiaadaioekaecaaaaadabaacpiaabaaoeiaacaioeka +ecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadaaaaciiaacaappiaacaaffka +afaaaaadacaachiaacaaoeiaaaaappiaaiaaaaadaaaaciiaacaakkkaacaaoeia +afaaaaadabaaciiaabaappiaacaaffkaafaaaaadabaachiaabaaoeiaabaappia +aeaaaaaeaaaachiaabaaoeiaaaaappiaaaaaoeiaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappiaabaakkla +acaaaaadaaaaciiaaaaappibacaaaakacaaaaaadadaaaiiaaaaappiaaaaaffka +afaaaaadabaaahiaadaappiaabaaoekaafaaaaadabaachiaabaaoeiaabaappka +afaaaaadabaachiaabaaoeiaaaaaaakaaeaaaaaeaaaachiaadaaoeiaaaaaoeia +abaaoeiaabaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefciiadaaaaeaaaaaaaocaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaabaaaaaakicaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddp +aaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 55 + + } + Fallback "Diffuse" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn new file mode 100644 index 0000000..4f0f665 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn @@ -0,0 +1,1043 @@ +Shader "Hidden/Edge Detect Normals" { +Properties { + _MainTex ("Base (RGB)", RECT) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 14 to 14 +// d3d9 - ALU: 23 to 23 +// d3d11 - ALU: 5 to 5, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 5 to 5, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Vector 9 [_MainTex_TexelSize] +"!!ARBvp1.0 +# 14 ALU +PARAM c[10] = { { 0 }, + state.matrix.mvp, + state.matrix.texture[0], + program.local[9] }; +TEMP R0; +TEMP R1; +MOV R1.zw, c[0].x; +MOV R1.xy, vertex.texcoord[0]; +DP4 R0.x, R1, c[5]; +DP4 R0.y, R1, c[6]; +MOV R0.w, -c[9].y; +MOV R0.z, c[9].x; +MOV result.texcoord[0].xy, R0; +MOV result.texcoord[1].xy, R0; +ADD result.texcoord[2].xy, R0, -c[9]; +ADD result.texcoord[3].xy, R0, R0.zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Vector 8 [_MainTex_TexelSize] +"vs_2_0 +; 23 ALU +def c9, 0.00000000, 1.00000000, 0, 0 +dcl_position0 v0 +dcl_texcoord0 v1 +mov r0.x, c9 +slt r0.z, c8.y, r0.x +max r1.x, -r0.z, r0.z +slt r1.y, c9.x, r1.x +mov r0.zw, c9.x +mov r0.xy, v1 +dp4 r1.x, r0, c4 +dp4 r0.x, r0, c5 +add r1.z, -r1.y, c9.y +mul r0.z, r0.x, r1 +add r0.y, -r0.x, c9 +mad r1.y, r1, r0, r0.z +mov r0.w, -c8.y +mov r0.z, c8.x +mov oT1.xy, r1 +add oT2.xy, r1, -c8 +add oT3.xy, r1, r0.zwzw +mov oT0.y, r0.x +mov oT0.x, r1 +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "$Globals" 32 // 32 used size, 2 vars +Vector 16 [_MainTex_TexelSize] 4 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +BindCB "UnityPerDrawTexMatrices" 2 +// 12 instructions, 1 temp regs, 0 temp arrays: +// ALU 5 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddkmjfbbmmfioganepflfeddcolmbgdljabaaaaaadeadaaaaadaaaaaa +cmaaaaaaiaaaaaaacaabaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklkl +fdeieefcamacaaaaeaaaabaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaa +fjaaaaaeegiocaaaabaaaaaaaeaaaaaafjaaaaaeegiocaaaacaaaaaaccaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa +abaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa +aaaaaaaafgbfbaaaabaaaaaaegiacaaaacaaaaaacbaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaacaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaa +dgaaaaafdccabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaafdccabaaaacaaaaaa +egaabaaaaaaaaaaaaaaaaaajdccabaaaadaaaaaaegaabaaaaaaaaaaaegiacaia +ebaaaaaaaaaaaaaaabaaaaaaaaaaaaaibccabaaaaeaaaaaaakaabaaaaaaaaaaa +akiacaaaaaaaaaaaabaaaaaaaaaaaaajcccabaaaaeaaaaaabkaabaaaaaaaaaaa +bkiacaiaebaaaaaaaaaaaaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec2 tmpvar_2; + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_texture0 * tmpvar_3); + tmpvar_2 = tmpvar_4.xy; + highp vec2 tmpvar_5; + tmpvar_5.x = -(_MainTex_TexelSize.x); + tmpvar_5.y = -(_MainTex_TexelSize.y); + highp vec2 tmpvar_6; + tmpvar_6.x = _MainTex_TexelSize.x; + tmpvar_6.y = -(_MainTex_TexelSize.y); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_2; + xlv_TEXCOORD0_1 = tmpvar_2; + xlv_TEXCOORD0_2 = (tmpvar_4.xy + tmpvar_5); + xlv_TEXCOORD0_3 = (tmpvar_4.xy + tmpvar_6); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +uniform sampler2D _CameraDepthNormalsTexture; +void main () +{ + mediump vec4 sample2_1; + mediump vec4 sample1_2; + mediump vec4 center_3; + lowp vec4 tmpvar_4; + tmpvar_4 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_1); + center_3 = tmpvar_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_2); + sample1_2 = tmpvar_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_3); + sample2_1 = tmpvar_6; + highp vec2 enc_7; + enc_7 = center_3.zw; + highp float tmpvar_8; + tmpvar_8 = dot (enc_7, vec2(1.0, 0.00392157)); + mediump float isSameDepth_9; + mediump vec2 tmpvar_10; + tmpvar_10 = pow (abs((center_3.xy - sample1_2.xy)), vec2(1.0, 1.0)); + highp vec2 enc_11; + enc_11 = sample1_2.zw; + highp float tmpvar_12; + tmpvar_12 = clamp (((((0.2 * tmpvar_8) - abs((tmpvar_8 - dot (enc_11, vec2(1.0, 0.00392157))))) * 5.0) / tmpvar_8), 0.0, 1.0); + isSameDepth_9 = tmpvar_12; + mediump float isSameDepth_13; + mediump vec2 tmpvar_14; + tmpvar_14 = pow (abs((center_3.xy - sample2_1.xy)), vec2(1.0, 1.0)); + highp vec2 enc_15; + enc_15 = sample2_1.zw; + highp float tmpvar_16; + tmpvar_16 = clamp (((((0.2 * tmpvar_8) - abs((tmpvar_8 - dot (enc_15, vec2(1.0, 0.00392157))))) * 5.0) / tmpvar_8), 0.0, 1.0); + isSameDepth_13 = tmpvar_16; + gl_FragData[0] = (vec4((mix (0.0, 1.0, clamp ((1.0 - (5.0 * (tmpvar_10.x + tmpvar_10.y))), 0.0, 1.0)) * isSameDepth_9)) * (mix (0.0, 1.0, clamp ((1.0 - (5.0 * (tmpvar_14.x + tmpvar_14.y))), 0.0, 1.0)) * isSameDepth_13)); +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec2 tmpvar_2; + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_texture0 * tmpvar_3); + tmpvar_2 = tmpvar_4.xy; + highp vec2 tmpvar_5; + tmpvar_5.x = -(_MainTex_TexelSize.x); + tmpvar_5.y = -(_MainTex_TexelSize.y); + highp vec2 tmpvar_6; + tmpvar_6.x = _MainTex_TexelSize.x; + tmpvar_6.y = -(_MainTex_TexelSize.y); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_2; + xlv_TEXCOORD0_1 = tmpvar_2; + xlv_TEXCOORD0_2 = (tmpvar_4.xy + tmpvar_5); + xlv_TEXCOORD0_3 = (tmpvar_4.xy + tmpvar_6); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +uniform sampler2D _CameraDepthNormalsTexture; +void main () +{ + mediump vec4 sample2_1; + mediump vec4 sample1_2; + mediump vec4 center_3; + lowp vec4 tmpvar_4; + tmpvar_4 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_1); + center_3 = tmpvar_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_2); + sample1_2 = tmpvar_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_3); + sample2_1 = tmpvar_6; + highp vec2 enc_7; + enc_7 = center_3.zw; + highp float tmpvar_8; + tmpvar_8 = dot (enc_7, vec2(1.0, 0.00392157)); + mediump float isSameDepth_9; + mediump vec2 tmpvar_10; + tmpvar_10 = pow (abs((center_3.xy - sample1_2.xy)), vec2(1.0, 1.0)); + highp vec2 enc_11; + enc_11 = sample1_2.zw; + highp float tmpvar_12; + tmpvar_12 = clamp (((((0.2 * tmpvar_8) - abs((tmpvar_8 - dot (enc_11, vec2(1.0, 0.00392157))))) * 5.0) / tmpvar_8), 0.0, 1.0); + isSameDepth_9 = tmpvar_12; + mediump float isSameDepth_13; + mediump vec2 tmpvar_14; + tmpvar_14 = pow (abs((center_3.xy - sample2_1.xy)), vec2(1.0, 1.0)); + highp vec2 enc_15; + enc_15 = sample2_1.zw; + highp float tmpvar_16; + tmpvar_16 = clamp (((((0.2 * tmpvar_8) - abs((tmpvar_8 - dot (enc_15, vec2(1.0, 0.00392157))))) * 5.0) / tmpvar_8), 0.0, 1.0); + isSameDepth_13 = tmpvar_16; + gl_FragData[0] = (vec4((mix (0.0, 1.0, clamp ((1.0 - (5.0 * (tmpvar_10.x + tmpvar_10.y))), 0.0, 1.0)) * isSameDepth_9)) * (mix (0.0, 1.0, clamp ((1.0 - (5.0 * (tmpvar_14.x + tmpvar_14.y))), 0.0, 1.0)) * isSameDepth_13)); +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Vector 8 [_MainTex_TexelSize] +"agal_vs +c9 0.0 0.0 0.0 0.0 +[bc] +aaaaaaaaabaaamacajaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.zw, c9.x +aaaaaaaaabaaadacadaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r1.xy, a3 +bdaaaaaaaaaaabacabaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, r1, c4 +bdaaaaaaaaaaacacabaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 r0.y, r1, c5 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bfaaaaaaaaaaaiacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.w, r1.y +aaaaaaaaaaaaaeacaiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.z, c8.x +aaaaaaaaaaaaadaeaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov v0.xy, r0.xyyy +aaaaaaaaabaaadaeaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov v1.xy, r0.xyyy +acaaaaaaacaaadaeaaaaaafeacaaaaaaaiaaaaoeabaaaaaa sub v2.xy, r0.xyyy, c8 +abaaaaaaadaaadaeaaaaaafeacaaaaaaaaaaaapoacaaaaaa add v3.xy, r0.xyyy, r0.zwww +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "$Globals" 32 // 32 used size, 2 vars +Vector 16 [_MainTex_TexelSize] 4 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +BindCB "UnityPerDrawTexMatrices" 2 +// 12 instructions, 1 temp regs, 0 temp arrays: +// ALU 5 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedkccgbcfajobacllmlcbeknlipfdmeconabaaaaaaieaeaaaaaeaaaaaa +daaaaaaahmabaaaajaadaaaaoeadaaaaebgpgodjeeabaaaaeeabaaaaaaacpopp +piaaaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaabaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaacaacaaaacaaagaaaaaaaaaa +aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja +afaaaaadaaaaadiaabaaffjaahaaoekaaeaaaaaeaaaaadiaagaaoekaabaaaaja +aaaaoeiaacaaaaadacaaadoaaaaaoeiaabaaoekbacaaaaadadaaaboaaaaaaaia +abaaaakaacaaaaadadaaacoaaaaaffiaabaaffkbafaaaaadabaaapiaaaaaffja +adaaoekaaeaaaaaeabaaapiaacaaoekaaaaaaajaabaaoeiaaeaaaaaeabaaapia +aeaaoekaaaaakkjaabaaoeiaaeaaaaaeabaaapiaafaaoekaaaaappjaabaaoeia +aeaaaaaeaaaaadmaabaappiaaaaaoekaabaaoeiaabaaaaacaaaaammaabaaoeia +abaaaaacaaaaadoaaaaaoeiaabaaaaacabaaadoaaaaaoeiappppaaaafdeieefc +amacaaaaeaaaabaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafjaaaaae +egiocaaaabaaaaaaaeaaaaaafjaaaaaeegiocaaaacaaaaaaccaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaad +dccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacabaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaa +fgbfbaaaabaaaaaaegiacaaaacaaaaaacbaaaaaadcaaaaakdcaabaaaaaaaaaaa +egiacaaaacaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaaf +dccabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaafdccabaaaacaaaaaaegaabaaa +aaaaaaaaaaaaaaajdccabaaaadaaaaaaegaabaaaaaaaaaaaegiacaiaebaaaaaa +aaaaaaaaabaaaaaaaaaaaaaibccabaaaaeaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaabaaaaaaaaaaaaajcccabaaaaeaaaaaabkaabaaaaaaaaaaabkiacaia +ebaaaaaaaaaaaaaaabaaaaaadoaaaaabejfdeheoemaaaaaaacaaaaaaaiaaaaaa +diaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfc +eeaaklklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 309 +struct v2f { + highp vec4 pos; + highp vec2 uv[4]; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform sampler2D _CameraDepthNormalsTexture; +uniform highp vec4 _MainTex_TexelSize; +#line 315 +#line 192 +highp vec2 MultiplyUV( in highp mat4 mat, in highp vec2 inUV ) { + highp vec4 temp = vec4( inUV.x, inUV.y, 0.0, 0.0); + temp = (mat * temp); + #line 196 + return temp.xy; +} +#line 315 +v2f vert( in appdata_img v ) { + v2f o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 319 + highp vec2 uv = MultiplyUV( glstate_matrix_texture0, v.texcoord); + o.uv[0] = uv; + o.uv[1] = uv; + o.uv[2] = (uv + (vec2( (-_MainTex_TexelSize.x), (-_MainTex_TexelSize.y)) * 1.0)); + #line 323 + o.uv[3] = (uv + (vec2( _MainTex_TexelSize.x, (-_MainTex_TexelSize.y)) * 1.0)); + return o; +} +out highp vec2 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD0_1; +out highp vec2 xlv_TEXCOORD0_2; +out highp vec2 xlv_TEXCOORD0_3; +void main() { + v2f xl_retval; + appdata_img xlt_v; + xlt_v.vertex = vec4(gl_Vertex); + xlt_v.texcoord = vec2(gl_MultiTexCoord0); + xl_retval = vert( xlt_v); + gl_Position = vec4(xl_retval.pos); + xlv_TEXCOORD0 = vec2(xl_retval.uv[0]); + xlv_TEXCOORD0_1 = vec2(xl_retval.uv[1]); + xlv_TEXCOORD0_2 = vec2(xl_retval.uv[2]); + xlv_TEXCOORD0_3 = vec2(xl_retval.uv[3]); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 309 +struct v2f { + highp vec4 pos; + highp vec2 uv[4]; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform sampler2D _CameraDepthNormalsTexture; +uniform highp vec4 _MainTex_TexelSize; +#line 315 +#line 228 +highp float DecodeFloatRG( in highp vec2 enc ) { + highp vec2 kDecodeDot = vec2( 1.0, 0.00392157); + return dot( enc, kDecodeDot); +} +#line 326 +mediump float CheckSame( in mediump vec2 centerNormal, in highp float centerDepth, in mediump vec4 xlat_var_sample ) { + #line 328 + mediump vec2 diff = pow( abs((centerNormal - xlat_var_sample.xy)), vec2( 1.0)); + mediump float isSameNormal = mix( 0.0, 1.0, clamp( (1.0 - (5.0 * (diff.x + diff.y))), 0.0, 1.0)); + highp float sampleDepth = DecodeFloatRG( xlat_var_sample.zw); + highp float zdiff = abs((centerDepth - sampleDepth)); + #line 332 + mediump float isSameDepth = clamp( ((((0.2 * centerDepth) - zdiff) * 5.0) / centerDepth), 0.0, 1.0); + return (isSameNormal * isSameDepth); +} +#line 335 +mediump vec4 frag( in v2f i ) { + #line 337 + mediump vec4 original = texture( _MainTex, i.uv[0]); + mediump vec4 center = texture( _CameraDepthNormalsTexture, i.uv[1]); + mediump vec4 sample1 = texture( _CameraDepthNormalsTexture, i.uv[2]); + mediump vec4 sample2 = texture( _CameraDepthNormalsTexture, i.uv[3]); + #line 341 + mediump vec2 centerNormal = center.xy; + highp float centerDepth = DecodeFloatRG( center.zw); + original = vec4( 1.0, 1.0, 1.0, 1.0); + original *= CheckSame( centerNormal, centerDepth, sample1); + #line 345 + original *= CheckSame( centerNormal, centerDepth, sample2); + return original; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD0_1; +in highp vec2 xlv_TEXCOORD0_2; +in highp vec2 xlv_TEXCOORD0_3; +void main() { + mediump vec4 xl_retval; + v2f xlt_i; + xlt_i.pos = vec4(0.0); + xlt_i.uv[0] = vec2(xlv_TEXCOORD0); + xlt_i.uv[1] = vec2(xlv_TEXCOORD0_1); + xlt_i.uv[2] = vec2(xlv_TEXCOORD0_2); + xlt_i.uv[3] = vec2(xlv_TEXCOORD0_3); + xl_retval = frag( xlt_i); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 31 to 31, TEX: 3 to 3 +// d3d9 - ALU: 36 to 36, TEX: 3 to 3 +// d3d11 - ALU: 18 to 18, TEX: 3 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 18 to 18, TEX: 3 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +SetTexture 0 [_CameraDepthNormalsTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 31 ALU, 3 TEX +PARAM c[1] = { { 1, 5, 0.2, 0.0039215689 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[1], texture[0], 2D; +TEX R2, fragment.texcoord[3], texture[0], 2D; +TEX R1, fragment.texcoord[2], texture[0], 2D; +ADD R2.xy, R0, -R2; +MUL R2.zw, R2, c[0].xyxw; +ADD R0.xy, R0, -R1; +ABS R0.xy, R0; +ADD R0.x, R0, R0.y; +ABS R2.xy, R2; +MUL R0.zw, R0, c[0].xyxw; +ADD R2.w, R2.z, R2; +ADD R2.z, R0, R0.w; +ADD R0.z, R2.x, R2.y; +ADD R0.w, R2.z, -R2; +ABS R0.w, R0; +MAD_SAT R2.x, -R0.z, c[0].y, c[0]; +MAD R2.y, R2.z, c[0].z, -R0.w; +MUL R0.zw, R1, c[0].xyxw; +ADD R0.z, R0, R0.w; +RCP R1.z, R2.z; +ADD R0.w, R2.z, -R0.z; +MUL R1.w, R1.z, R2.y; +MUL_SAT R1.w, R1, c[0].y; +ABS R0.w, R0; +MAD R0.w, R2.z, c[0].z, -R0; +MUL R0.w, R0, R1.z; +MUL R0.z, R2.x, R1.w; +MUL_SAT R0.y, R0.w, c[0]; +MAD_SAT R0.x, -R0, c[0].y, c[0]; +MUL R0.x, R0, R0.y; +MUL result.color, R0.x, R0.z; +END +# 31 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +SetTexture 0 [_CameraDepthNormalsTexture] 2D +"ps_2_0 +; 36 ALU, 3 TEX +dcl_2d s0 +def c0, 1.00000000, 0.00392157, 0.20000000, 5.00000000 +dcl t1.xy +dcl t2.xy +dcl t3.xy +texld r5, t1, s0 +texld r3, t3, s0 +texld r4, t2, s0 +mov r1.y, r5.w +mov r1.x, r5.z +mul r6.xy, r1, c0 +add_pp r3.xy, r5, -r3 +mov r0.y, r3.w +mov r0.x, r3.z +mul r0.xy, r0, c0 +add r2.x, r0, r0.y +mov r0.y, r4.w +mov r0.x, r4.z +mul r0.xy, r0, c0 +add r1.x, r0, r0.y +add r0.x, r6, r6.y +add r1.x, r0, -r1 +add r2.x, r0, -r2 +abs_pp r6.xy, r3 +abs r2.x, r2 +mad r3.x, r0, c0.z, -r2 +rcp r2.x, r0.x +abs r1.x, r1 +mad r0.x, r0, c0.z, -r1 +mul r3.x, r2, r3 +add_pp r6.x, r6, r6.y +add_pp r4.xy, r5, -r4 +abs_pp r1.xy, r4 +mul r0.x, r0, r2 +add_pp r1.x, r1, r1.y +mul_sat r3.x, r3, c0.w +mad_pp_sat r6.x, -r6, c0.w, c0 +mul_pp r3.x, r6, r3 +mul_sat r0.x, r0, c0.w +mad_pp_sat r1.x, -r1, c0.w, c0 +mul_pp r0.x, r1, r0 +mul_pp r0.x, r0, r3 +mov_pp r0, r0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +SetTexture 0 [_CameraDepthNormalsTexture] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedpoiegkcgmdbcghlfnpoihnodkkiikjaaabaaaaaalaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfagphdgjhegjgpgoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefckiadaaaaeaaaaaaaokaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaacaaaaaagcbaaaaddcbabaaa +adaaaaaagcbaaaaddcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaadaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaaaaaaaaaidcaabaaaaaaaaaaaegaabaiaebaaaaaa +aaaaaaaaegaabaaaabaaaaaaapaaaaakecaabaaaaaaaaaaaogakbaaaaaaaaaaa +aceaaaaaaaaaiadpibiaiadlaaaaaaaaaaaaaaaaaaaaaaajbcaabaaaaaaaaaaa +bkaabaiaibaaaaaaaaaaaaaaakaabaiaibaaaaaaaaaaaaaadcaaaaakbcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaakaeaabeaaaaaaaaaiadp +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaaapaaaaak +ccaabaaaaaaaaaaaogakbaaaabaaaaaaaceaaaaaaaaaiadpibiaiadlaaaaaaaa +aaaaaaaaaaaaaaaiecaabaaaaaaaaaaackaabaiaebaaaaaaaaaaaaaabkaabaaa +aaaaaaaadcaaaaakecaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaamnmmemdo +ckaabaiambaaaaaaaaaaaaaadiaaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaa +abeaaaaaaaaakaeaaocaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaackaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaaapaaaaakecaabaaaaaaaaaaaogakbaaaacaaaaaaaceaaaaaaaaaiadp +ibiaiadlaaaaaaaaaaaaaaaaaaaaaaaidcaabaaaabaaaaaaegaabaaaabaaaaaa +egaabaiaebaaaaaaacaaaaaaaaaaaaajicaabaaaaaaaaaaabkaabaiaibaaaaaa +abaaaaaaakaabaiaibaaaaaaabaaaaaadcaaaaakicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaakaeaabeaaaaaaaaaiadpdeaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaaaaaaaaaiecaabaaaaaaaaaaa +ckaabaiaebaaaaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakecaabaaaaaaaaaaa +bkaabaaaaaaaaaaaabeaaaaamnmmemdockaabaiambaaaaaaaaaaaaaadiaaaaah +ecaabaaaaaaaaaaackaabaaaaaaaaaaaabeaaaaaaaaakaeaaocaaaahccaabaaa +aaaaaaaackaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahpccabaaaaaaaaaaafgafbaaa +aaaaaaaaagaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "flash " { +Keywords { } +SetTexture 0 [_CameraDepthNormalsTexture] 2D +"agal_ps +c0 1.0 0.003922 0.2 5.0 +[bc] +ciaaaaaaafaaapacabaaaaoeaeaaaaaaaaaaaaaaafaababb tex r5, v1, s0 <2d wrap linear point> +ciaaaaaaadaaapacadaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v3, s0 <2d wrap linear point> +ciaaaaaaaeaaapacacaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v2, s0 <2d wrap linear point> +aaaaaaaaabaaacacafaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r1.y, r5.w +aaaaaaaaabaaabacafaaaakkacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r5.z +adaaaaaaagaaadacabaaaafeacaaaaaaaaaaaaoeabaaaaaa mul r6.xy, r1.xyyy, c0 +acaaaaaaadaaadacafaaaafeacaaaaaaadaaaafeacaaaaaa sub r3.xy, r5.xyyy, r3.xyyy +aaaaaaaaaaaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r3.w +aaaaaaaaaaaaabacadaaaakkacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.z +adaaaaaaaaaaadacaaaaaafeacaaaaaaaaaaaaoeabaaaaaa mul r0.xy, r0.xyyy, c0 +abaaaaaaacaaabacaaaaaaaaacaaaaaaaaaaaaffacaaaaaa add r2.x, r0.x, r0.y +aaaaaaaaaaaaacacaeaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r4.w +aaaaaaaaaaaaabacaeaaaakkacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.z +adaaaaaaaaaaadacaaaaaafeacaaaaaaaaaaaaoeabaaaaaa mul r0.xy, r0.xyyy, c0 +abaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaffacaaaaaa add r1.x, r0.x, r0.y +abaaaaaaaaaaabacagaaaaaaacaaaaaaagaaaaffacaaaaaa add r0.x, r6.x, r6.y +acaaaaaaabaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa sub r1.x, r0.x, r1.x +acaaaaaaacaaabacaaaaaaaaacaaaaaaacaaaaaaacaaaaaa sub r2.x, r0.x, r2.x +beaaaaaaagaaadacadaaaafeacaaaaaaaaaaaaaaaaaaaaaa abs r6.xy, r3.xyyy +beaaaaaaacaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa abs r2.x, r2.x +adaaaaaaabaaaeacaaaaaaaaacaaaaaaaaaaaakkabaaaaaa mul r1.z, r0.x, c0.z +acaaaaaaadaaabacabaaaakkacaaaaaaacaaaaaaacaaaaaa sub r3.x, r1.z, r2.x +afaaaaaaacaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r2.x, r0.x +beaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa abs r1.x, r1.x +adaaaaaaacaaacacaaaaaaaaacaaaaaaaaaaaakkabaaaaaa mul r2.y, r0.x, c0.z +acaaaaaaaaaaabacacaaaaffacaaaaaaabaaaaaaacaaaaaa sub r0.x, r2.y, r1.x +adaaaaaaadaaabacacaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r3.x, r2.x, r3.x +abaaaaaaagaaabacagaaaaaaacaaaaaaagaaaaffacaaaaaa add r6.x, r6.x, r6.y +acaaaaaaaeaaadacafaaaafeacaaaaaaaeaaaafeacaaaaaa sub r4.xy, r5.xyyy, r4.xyyy +beaaaaaaabaaadacaeaaaafeacaaaaaaaaaaaaaaaaaaaaaa abs r1.xy, r4.xyyy +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaaaacaaaaaa mul r0.x, r0.x, r2.x +abaaaaaaabaaabacabaaaaaaacaaaaaaabaaaaffacaaaaaa add r1.x, r1.x, r1.y +adaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaappabaaaaaa mul r3.x, r3.x, c0.w +bgaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r3.x, r3.x +bfaaaaaaagaaabacagaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r6.x, r6.x +adaaaaaaagaaabacagaaaaaaacaaaaaaaaaaaappabaaaaaa mul r6.x, r6.x, c0.w +abaaaaaaagaaabacagaaaaaaacaaaaaaaaaaaaoeabaaaaaa add r6.x, r6.x, c0 +bgaaaaaaagaaabacagaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r6.x, r6.x +adaaaaaaadaaabacagaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r3.x, r6.x, r3.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappabaaaaaa mul r0.x, r0.x, c0.w +bgaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r0.x, r0.x +bfaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r1.x +adaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaappabaaaaaa mul r1.x, r1.x, c0.w +abaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaoeabaaaaaa add r1.x, r1.x, c0 +bgaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa sat r1.x, r1.x +adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r0.x, r0.x, r3.x +aaaaaaaaaaaaapacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0, r0.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +SetTexture 0 [_CameraDepthNormalsTexture] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedldhiildaonlalbljgnklbgdgancigfafabaaaaaahaahaaaaaeaaaaaa +daaaaaaaomacaaaajmagaaaadmahaaaaebgpgodjleacaaaaleacaaaaaaacpppp +imacaaaaciaaaaaaaaaaciaaaaaaciaaaaaaciaaabaaceaaaaaaciaaaaaaaaaa +aaacppppfbaaaaafaaaaapkaaaaaiadpibiaiadlaaaakaeaaaaaaaaafbaaaaaf +abaaapkamnmmemdoaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaabaaadla +bpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaiaadaaadlabpaaaaacaaaaaaja +aaaiapkaecaaaaadaaaacpiaacaaoelaaaaioekaecaaaaadabaacpiaabaaoela +aaaioekaecaaaaadacaacpiaadaaoelaaaaioekaacaaaaadaaaacdiaaaaaoeib +abaaoeiaafaaaaadaaaaaeiaaaaakkiaaaaaaakaaeaaaaaeaaaaaeiaaaaappia +aaaaffkaaaaakkiacdaaaaacaaaacdiaaaaaoeiaacaaaaadaaaacbiaaaaaffia +aaaaaaiaaeaaaaaeaaaacbiaaaaaaaiaaaaakkkbaaaaaakaalaaaaadadaaciia +aaaaaaiaaaaappkaafaaaaadaaaaabiaabaakkiaaaaaaakaaeaaaaaeaaaaabia +abaappiaaaaaffkaaaaaaaiaacaaaaadaaaaaciaaaaakkibaaaaaaiacdaaaaac +aaaaaciaaaaaffiaaeaaaaaeaaaaaciaaaaaaaiaabaaaakaaaaaffibafaaaaad +aaaaaciaaaaaffiaaaaakkkaagaaaaacaaaaaeiaaaaaaaiaafaaaaadaaaadcia +aaaakkiaaaaaffiaafaaaaadaaaacciaaaaaffiaadaappiaafaaaaadaaaaaiia +acaakkiaaaaaaakaaeaaaaaeaaaaaiiaacaappiaaaaaffkaaaaappiaacaaaaad +abaacdiaabaaoeiaacaaoeibcdaaaaacabaacdiaabaaoeiaacaaaaadabaacbia +abaaffiaabaaaaiaaeaaaaaeabaacbiaabaaaaiaaaaakkkbaaaaaakaalaaaaad +acaacbiaabaaaaiaaaaappkaacaaaaadaaaaaiiaaaaappibaaaaaaiacdaaaaac +aaaaaiiaaaaappiaaeaaaaaeaaaaabiaaaaaaaiaabaaaakaaaaappibafaaaaad +aaaaabiaaaaakkiaaaaaaaiaafaaaaadaaaadbiaaaaaaaiaaaaakkkaafaaaaad +aaaacbiaaaaaaaiaacaaaaiaafaaaaadaaaacpiaaaaaaaiaaaaaffiaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefckiadaaaaeaaaaaaaokaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +acaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacadaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaacaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaaaaaaaaaidcaabaaa +aaaaaaaaegaabaiaebaaaaaaaaaaaaaaegaabaaaabaaaaaaapaaaaakecaabaaa +aaaaaaaaogakbaaaaaaaaaaaaceaaaaaaaaaiadpibiaiadlaaaaaaaaaaaaaaaa +aaaaaaajbcaabaaaaaaaaaaabkaabaiaibaaaaaaaaaaaaaaakaabaiaibaaaaaa +aaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaakaeaabeaaaaaaaaaiadpdeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaaaaaapaaaaakccaabaaaaaaaaaaaogakbaaaabaaaaaaaceaaaaa +aaaaiadpibiaiadlaaaaaaaaaaaaaaaaaaaaaaaiecaabaaaaaaaaaaackaabaia +ebaaaaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakecaabaaaaaaaaaaabkaabaaa +aaaaaaaaabeaaaaamnmmemdockaabaiambaaaaaaaaaaaaaadiaaaaahecaabaaa +aaaaaaaackaabaaaaaaaaaaaabeaaaaaaaaakaeaaocaaaahecaabaaaaaaaaaaa +ckaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaackaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaaapaaaaakecaabaaaaaaaaaaaogakbaaa +acaaaaaaaceaaaaaaaaaiadpibiaiadlaaaaaaaaaaaaaaaaaaaaaaaidcaabaaa +abaaaaaaegaabaaaabaaaaaaegaabaiaebaaaaaaacaaaaaaaaaaaaajicaabaaa +aaaaaaaabkaabaiaibaaaaaaabaaaaaaakaabaiaibaaaaaaabaaaaaadcaaaaak +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaakaeaabeaaaaa +aaaaiadpdeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaa +aaaaaaaiecaabaaaaaaaaaaackaabaiaebaaaaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakecaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaamnmmemdockaabaia +mbaaaaaaaaaaaaaadiaaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaaabeaaaaa +aaaakaeaaocaaaahccaabaaaaaaaaaaackaabaaaaaaaaaaabkaabaaaaaaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +pccabaaaaaaaaaaafgafbaaaaaaaaaaaagaabaaaaaaaaaaadoaaaaabejfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadaaaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +adadaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + +#LINE 89 + + } +} + +Fallback off + +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn2 b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn2 new file mode 100644 index 0000000..f2c9f69 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn2 @@ -0,0 +1,1111 @@ +Shader "Hidden/Edge Detect Normals" { +Properties { + _MainTex ("Base (RGB)", Rect) = "white" {} + _NormalPower ("Normal power", Range(0.0, 10.0)) = 1.0 + _DepthPower ("Depth power", Range(0.0, 10.0)) = 1.0 +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 14 to 14 +// d3d9 - ALU: 23 to 23 +// d3d11 - ALU: 5 to 5, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 5 to 5, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Vector 9 [_MainTex_TexelSize] +"!!ARBvp1.0 +# 14 ALU +PARAM c[10] = { { 0 }, + state.matrix.mvp, + state.matrix.texture[0], + program.local[9] }; +TEMP R0; +TEMP R1; +MOV R1.zw, c[0].x; +MOV R1.xy, vertex.texcoord[0]; +DP4 R0.x, R1, c[5]; +DP4 R0.y, R1, c[6]; +MOV R0.w, -c[9].y; +MOV R0.z, c[9].x; +MOV result.texcoord[0].xy, R0; +MOV result.texcoord[1].xy, R0; +ADD result.texcoord[2].xy, R0, -c[9]; +ADD result.texcoord[3].xy, R0, R0.zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 14 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Vector 8 [_MainTex_TexelSize] +"vs_2_0 +; 23 ALU +def c9, 0.00000000, 1.00000000, 0, 0 +dcl_position0 v0 +dcl_texcoord0 v1 +mov r0.x, c9 +slt r0.z, c8.y, r0.x +max r1.x, -r0.z, r0.z +slt r1.y, c9.x, r1.x +mov r0.zw, c9.x +mov r0.xy, v1 +dp4 r1.x, r0, c4 +dp4 r0.x, r0, c5 +add r1.z, -r1.y, c9.y +mul r0.z, r0.x, r1 +add r0.y, -r0.x, c9 +mad r1.y, r1, r0, r0.z +mov r0.w, -c8.y +mov r0.z, c8.x +mov oT1.xy, r1 +add oT2.xy, r1, -c8 +add oT3.xy, r1, r0.zwzw +mov oT0.y, r0.x +mov oT0.x, r1 +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "$Globals" 48 // 48 used size, 4 vars +Vector 32 [_MainTex_TexelSize] 4 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +BindCB "UnityPerDrawTexMatrices" 2 +// 12 instructions, 1 temp regs, 0 temp arrays: +// ALU 5 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedogmpgcejjngofmnlchjdpkjkjcpbdlkoabaaaaaadeadaaaaadaaaaaa +cmaaaaaaiaaaaaaacaabaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklkl +fdeieefcamacaaaaeaaaabaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaadaaaaaa +fjaaaaaeegiocaaaabaaaaaaaeaaaaaafjaaaaaeegiocaaaacaaaaaaccaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaa +abaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa +aaaaaaaafgbfbaaaabaaaaaaegiacaaaacaaaaaacbaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaacaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaa +dgaaaaafdccabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaafdccabaaaacaaaaaa +egaabaaaaaaaaaaaaaaaaaajdccabaaaadaaaaaaegaabaaaaaaaaaaaegiacaia +ebaaaaaaaaaaaaaaacaaaaaaaaaaaaaibccabaaaaeaaaaaaakaabaaaaaaaaaaa +akiacaaaaaaaaaaaacaaaaaaaaaaaaajcccabaaaaeaaaaaabkaabaaaaaaaaaaa +bkiacaiaebaaaaaaaaaaaaaaacaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec2 tmpvar_2; + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_texture0 * tmpvar_3); + tmpvar_2 = tmpvar_4.xy; + highp vec2 tmpvar_5; + tmpvar_5.x = -(_MainTex_TexelSize.x); + tmpvar_5.y = -(_MainTex_TexelSize.y); + highp vec2 tmpvar_6; + tmpvar_6.x = _MainTex_TexelSize.x; + tmpvar_6.y = -(_MainTex_TexelSize.y); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_2; + xlv_TEXCOORD0_1 = tmpvar_2; + xlv_TEXCOORD0_2 = (tmpvar_4.xy + tmpvar_5); + xlv_TEXCOORD0_3 = (tmpvar_4.xy + tmpvar_6); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _CameraDepthNormalsTexture; +uniform highp float _DepthPower; +uniform highp float _NormalPower; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 sample2_1; + mediump vec4 sample1_2; + mediump vec4 center_3; + mediump vec4 original_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0); + original_4 = tmpvar_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_1); + center_3 = tmpvar_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_2); + sample1_2 = tmpvar_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_3); + sample2_1 = tmpvar_8; + highp vec2 enc_9; + enc_9 = center_3.zw; + highp float tmpvar_10; + tmpvar_10 = dot (enc_9, vec2(1.0, 0.00392157)); + mediump float isSameDepth_11; + mediump vec2 diff_12; + mediump vec2 tmpvar_13; + tmpvar_13 = abs((center_3.xy - sample1_2.xy)); + highp vec2 tmpvar_14; + tmpvar_14 = pow (tmpvar_13, vec2(_NormalPower)); + diff_12 = tmpvar_14; + highp vec2 enc_15; + enc_15 = sample1_2.zw; + highp float tmpvar_16; + tmpvar_16 = clamp (((tmpvar_10 - (10.0 * pow (abs((tmpvar_10 - dot (enc_15, vec2(1.0, 0.00392157)))), _DepthPower))) / tmpvar_10), 0.0, 1.0); + isSameDepth_11 = tmpvar_16; + mediump float isSameDepth_17; + mediump vec2 diff_18; + mediump vec2 tmpvar_19; + tmpvar_19 = abs((center_3.xy - sample2_1.xy)); + highp vec2 tmpvar_20; + tmpvar_20 = pow (tmpvar_19, vec2(_NormalPower)); + diff_18 = tmpvar_20; + highp vec2 enc_21; + enc_21 = sample2_1.zw; + highp float tmpvar_22; + tmpvar_22 = clamp (((tmpvar_10 - (10.0 * pow (abs((tmpvar_10 - dot (enc_21, vec2(1.0, 0.00392157)))), _DepthPower))) / tmpvar_10), 0.0, 1.0); + isSameDepth_17 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = ((original_4 * (clamp ((1.0 - (5.0 * (diff_12.x + diff_12.y))), 0.0, 1.0) * isSameDepth_11)) * (clamp ((1.0 - (5.0 * (diff_18.x + diff_18.y))), 0.0, 1.0) * isSameDepth_17)); + original_4 = tmpvar_23; + gl_FragData[0] = tmpvar_23; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_texture0; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + vec2 tmpvar_1; + tmpvar_1 = _glesMultiTexCoord0.xy; + highp vec2 tmpvar_2; + highp vec4 tmpvar_3; + tmpvar_3.zw = vec2(0.0, 0.0); + tmpvar_3.x = tmpvar_1.x; + tmpvar_3.y = tmpvar_1.y; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_texture0 * tmpvar_3); + tmpvar_2 = tmpvar_4.xy; + highp vec2 tmpvar_5; + tmpvar_5.x = -(_MainTex_TexelSize.x); + tmpvar_5.y = -(_MainTex_TexelSize.y); + highp vec2 tmpvar_6; + tmpvar_6.x = _MainTex_TexelSize.x; + tmpvar_6.y = -(_MainTex_TexelSize.y); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_2; + xlv_TEXCOORD0_1 = tmpvar_2; + xlv_TEXCOORD0_2 = (tmpvar_4.xy + tmpvar_5); + xlv_TEXCOORD0_3 = (tmpvar_4.xy + tmpvar_6); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0_3; +varying highp vec2 xlv_TEXCOORD0_2; +varying highp vec2 xlv_TEXCOORD0_1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _CameraDepthNormalsTexture; +uniform highp float _DepthPower; +uniform highp float _NormalPower; +uniform sampler2D _MainTex; +void main () +{ + mediump vec4 sample2_1; + mediump vec4 sample1_2; + mediump vec4 center_3; + mediump vec4 original_4; + lowp vec4 tmpvar_5; + tmpvar_5 = texture2D (_MainTex, xlv_TEXCOORD0); + original_4 = tmpvar_5; + lowp vec4 tmpvar_6; + tmpvar_6 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_1); + center_3 = tmpvar_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_2); + sample1_2 = tmpvar_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0_3); + sample2_1 = tmpvar_8; + highp vec2 enc_9; + enc_9 = center_3.zw; + highp float tmpvar_10; + tmpvar_10 = dot (enc_9, vec2(1.0, 0.00392157)); + mediump float isSameDepth_11; + mediump vec2 diff_12; + mediump vec2 tmpvar_13; + tmpvar_13 = abs((center_3.xy - sample1_2.xy)); + highp vec2 tmpvar_14; + tmpvar_14 = pow (tmpvar_13, vec2(_NormalPower)); + diff_12 = tmpvar_14; + highp vec2 enc_15; + enc_15 = sample1_2.zw; + highp float tmpvar_16; + tmpvar_16 = clamp (((tmpvar_10 - (10.0 * pow (abs((tmpvar_10 - dot (enc_15, vec2(1.0, 0.00392157)))), _DepthPower))) / tmpvar_10), 0.0, 1.0); + isSameDepth_11 = tmpvar_16; + mediump float isSameDepth_17; + mediump vec2 diff_18; + mediump vec2 tmpvar_19; + tmpvar_19 = abs((center_3.xy - sample2_1.xy)); + highp vec2 tmpvar_20; + tmpvar_20 = pow (tmpvar_19, vec2(_NormalPower)); + diff_18 = tmpvar_20; + highp vec2 enc_21; + enc_21 = sample2_1.zw; + highp float tmpvar_22; + tmpvar_22 = clamp (((tmpvar_10 - (10.0 * pow (abs((tmpvar_10 - dot (enc_21, vec2(1.0, 0.00392157)))), _DepthPower))) / tmpvar_10), 0.0, 1.0); + isSameDepth_17 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = ((original_4 * (clamp ((1.0 - (5.0 * (diff_12.x + diff_12.y))), 0.0, 1.0) * isSameDepth_11)) * (clamp ((1.0 - (5.0 * (diff_18.x + diff_18.y))), 0.0, 1.0) * isSameDepth_17)); + original_4 = tmpvar_23; + gl_FragData[0] = tmpvar_23; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [glstate_matrix_texture0] +Vector 8 [_MainTex_TexelSize] +"agal_vs +c9 0.0 0.0 0.0 0.0 +[bc] +aaaaaaaaabaaamacajaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.zw, c9.x +aaaaaaaaabaaadacadaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r1.xy, a3 +bdaaaaaaaaaaabacabaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, r1, c4 +bdaaaaaaaaaaacacabaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 r0.y, r1, c5 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bfaaaaaaaaaaaiacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.w, r1.y +aaaaaaaaaaaaaeacaiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.z, c8.x +aaaaaaaaaaaaadaeaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov v0.xy, r0.xyyy +aaaaaaaaabaaadaeaaaaaafeacaaaaaaaaaaaaaaaaaaaaaa mov v1.xy, r0.xyyy +acaaaaaaacaaadaeaaaaaafeacaaaaaaaiaaaaoeabaaaaaa sub v2.xy, r0.xyyy, c8 +abaaaaaaadaaadaeaaaaaafeacaaaaaaaaaaaapoacaaaaaa add v3.xy, r0.xyyy, r0.zwww +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "$Globals" 48 // 48 used size, 4 vars +Vector 32 [_MainTex_TexelSize] 4 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +ConstBuffer "UnityPerDrawTexMatrices" 768 // 576 used size, 5 vars +Matrix 512 [glstate_matrix_texture0] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +BindCB "UnityPerDrawTexMatrices" 2 +// 12 instructions, 1 temp regs, 0 temp arrays: +// ALU 5 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedaeofdibfjfajgpdmeechencdaeodkejpabaaaaaaieaeaaaaaeaaaaaa +daaaaaaahmabaaaajaadaaaaoeadaaaaebgpgodjeeabaaaaeeabaaaaaaacpopp +piaaaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaacaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaacaacaaaacaaagaaaaaaaaaa +aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja +afaaaaadaaaaadiaabaaffjaahaaoekaaeaaaaaeaaaaadiaagaaoekaabaaaaja +aaaaoeiaacaaaaadacaaadoaaaaaoeiaabaaoekbacaaaaadadaaaboaaaaaaaia +abaaaakaacaaaaadadaaacoaaaaaffiaabaaffkbafaaaaadabaaapiaaaaaffja +adaaoekaaeaaaaaeabaaapiaacaaoekaaaaaaajaabaaoeiaaeaaaaaeabaaapia +aeaaoekaaaaakkjaabaaoeiaaeaaaaaeabaaapiaafaaoekaaaaappjaabaaoeia +aeaaaaaeaaaaadmaabaappiaaaaaoekaabaaoeiaabaaaaacaaaaammaabaaoeia +abaaaaacaaaaadoaaaaaoeiaabaaaaacabaaadoaaaaaoeiappppaaaafdeieefc +amacaaaaeaaaabaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaadaaaaaafjaaaaae +egiocaaaabaaaaaaaeaaaaaafjaaaaaeegiocaaaacaaaaaaccaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaad +dccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacabaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaaaaaaaaa +fgbfbaaaabaaaaaaegiacaaaacaaaaaacbaaaaaadcaaaaakdcaabaaaaaaaaaaa +egiacaaaacaaaaaacaaaaaaaagbabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaaf +dccabaaaabaaaaaaegaabaaaaaaaaaaadgaaaaafdccabaaaacaaaaaaegaabaaa +aaaaaaaaaaaaaaajdccabaaaadaaaaaaegaabaaaaaaaaaaaegiacaiaebaaaaaa +aaaaaaaaacaaaaaaaaaaaaaibccabaaaaeaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaacaaaaaaaaaaaaajcccabaaaaeaaaaaabkaabaaaaaaaaaaabkiacaia +ebaaaaaaaaaaaaaaacaaaaaadoaaaaabejfdeheoemaaaaaaacaaaaaaaiaaaaaa +diaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfc +eeaaklklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaadamaaaafdfgfpfagphdgjhegjgpgoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 311 +struct v2f { + highp vec4 pos; + highp vec2 uv[4]; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp float _NormalPower; +uniform highp float _DepthPower; +uniform sampler2D _CameraDepthNormalsTexture; +#line 310 +uniform highp vec4 _MainTex_TexelSize; +#line 317 +#line 192 +highp vec2 MultiplyUV( in highp mat4 mat, in highp vec2 inUV ) { + highp vec4 temp = vec4( inUV.x, inUV.y, 0.0, 0.0); + temp = (mat * temp); + #line 196 + return temp.xy; +} +#line 317 +v2f vert( in appdata_img v ) { + v2f o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 321 + highp vec2 uv = MultiplyUV( glstate_matrix_texture0, v.texcoord); + o.uv[0] = uv; + o.uv[1] = uv; + o.uv[2] = (uv + (vec2( (-_MainTex_TexelSize.x), (-_MainTex_TexelSize.y)) * 1.0)); + #line 325 + o.uv[3] = (uv + (vec2( _MainTex_TexelSize.x, (-_MainTex_TexelSize.y)) * 1.0)); + return o; +} +out highp vec2 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD0_1; +out highp vec2 xlv_TEXCOORD0_2; +out highp vec2 xlv_TEXCOORD0_3; +void main() { + v2f xl_retval; + appdata_img xlt_v; + xlt_v.vertex = vec4(gl_Vertex); + xlt_v.texcoord = vec2(gl_MultiTexCoord0); + xl_retval = vert( xlt_v); + gl_Position = vec4(xl_retval.pos); + xlv_TEXCOORD0 = vec2(xl_retval.uv[0]); + xlv_TEXCOORD0_1 = vec2(xl_retval.uv[1]); + xlv_TEXCOORD0_2 = vec2(xl_retval.uv[2]); + xlv_TEXCOORD0_3 = vec2(xl_retval.uv[3]); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 311 +struct v2f { + highp vec4 pos; + highp vec2 uv[4]; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp float _NormalPower; +uniform highp float _DepthPower; +uniform sampler2D _CameraDepthNormalsTexture; +#line 310 +uniform highp vec4 _MainTex_TexelSize; +#line 317 +#line 228 +highp float DecodeFloatRG( in highp vec2 enc ) { + highp vec2 kDecodeDot = vec2( 1.0, 0.00392157); + return dot( enc, kDecodeDot); +} +#line 328 +mediump float CheckSame( in mediump vec2 centerNormal, in highp float centerDepth, in mediump vec4 xlat_var_sample ) { + #line 330 + mediump vec2 diff = pow( abs((centerNormal - xlat_var_sample.xy)), vec2( _NormalPower)); + mediump float isSameNormal = xll_saturate_f((1.0 - (5.0 * (diff.x + diff.y)))); + highp float sampleDepth = DecodeFloatRG( xlat_var_sample.zw); + highp float zdiff = pow( abs((centerDepth - sampleDepth)), _DepthPower); + #line 334 + mediump float isSameDepth = xll_saturate_f(((centerDepth - (10.0 * zdiff)) / centerDepth)); + return (isSameNormal * isSameDepth); +} +#line 337 +mediump vec4 frag( in v2f i ) { + #line 339 + mediump vec4 original = texture( _MainTex, i.uv[0]); + mediump vec4 center = texture( _CameraDepthNormalsTexture, i.uv[1]); + mediump vec4 sample1 = texture( _CameraDepthNormalsTexture, i.uv[2]); + mediump vec4 sample2 = texture( _CameraDepthNormalsTexture, i.uv[3]); + #line 343 + mediump vec2 centerNormal = center.xy; + highp float centerDepth = DecodeFloatRG( center.zw); + original *= CheckSame( centerNormal, centerDepth, sample1); + original *= CheckSame( centerNormal, centerDepth, sample2); + #line 347 + return original; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD0_1; +in highp vec2 xlv_TEXCOORD0_2; +in highp vec2 xlv_TEXCOORD0_3; +void main() { + mediump vec4 xl_retval; + v2f xlt_i; + xlt_i.pos = vec4(0.0); + xlt_i.uv[0] = vec2(xlv_TEXCOORD0); + xlt_i.uv[1] = vec2(xlv_TEXCOORD0_1); + xlt_i.uv[2] = vec2(xlv_TEXCOORD0_2); + xlt_i.uv[3] = vec2(xlv_TEXCOORD0_3); + xl_retval = frag( xlt_i); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 37 to 37, TEX: 4 to 4 +// d3d9 - ALU: 56 to 56, TEX: 4 to 4 +// d3d11 - ALU: 29 to 29, TEX: 4 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 29 to 29, TEX: 4 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_NormalPower] +Float 1 [_DepthPower] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_CameraDepthNormalsTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 37 ALU, 4 TEX +PARAM c[3] = { program.local[0..1], + { 1, 5, 0.0039215689, 10 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R3, fragment.texcoord[1], texture[1], 2D; +TEX R1, fragment.texcoord[3], texture[1], 2D; +TEX R2, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MUL R2.zw, R2, c[2].xyxz; +MUL R1.zw, R1, c[2].xyxz; +ADD R2.xy, R3, -R2; +ABS R2.xy, R2; +ADD R1.xy, R3, -R1; +ABS R1.xy, R1; +ADD R1.z, R1, R1.w; +POW R2.x, R2.x, c[0].x; +POW R2.y, R2.y, c[0].x; +ADD R2.y, R2.x, R2; +ADD R2.w, R2.z, R2; +MUL R3.zw, R3, c[2].xyxz; +ADD R2.z, R3, R3.w; +ADD R2.w, R2.z, -R2; +ABS R2.x, R2.w; +POW R2.w, R2.x, c[1].x; +ADD R1.z, R2, -R1; +RCP R2.x, R2.z; +MAD R2.w, -R2, c[2], R2.z; +ABS R1.z, R1; +POW R1.w, R1.x, c[0].x; +POW R1.x, R1.z, c[1].x; +POW R1.y, R1.y, c[0].x; +MAD R1.x, -R1, c[2].w, R2.z; +ADD R1.z, R1.w, R1.y; +MUL_SAT R1.y, R2.x, R1.x; +MAD_SAT R1.x, -R1.z, c[2].y, c[2]; +MAD_SAT R2.y, -R2, c[2], c[2].x; +MUL_SAT R2.w, R2, R2.x; +MUL R2.y, R2, R2.w; +MUL R1.x, R1, R1.y; +MUL R0, R0, R2.y; +MUL result.color, R0, R1.x; +END +# 37 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_NormalPower] +Float 1 [_DepthPower] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_CameraDepthNormalsTexture] 2D +"ps_2_0 +; 56 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +def c2, 1.00000000, 0.00392157, 10.00000000, 5.00000000 +dcl t0.xy +dcl t1.xy +dcl t2.xy +dcl t3.xy +texld r4, t0, s0 +texld r5, t2, s1 +texld r0, t3, s1 +texld r6, t1, s1 +add_pp r0.xy, r6, -r0 +abs_pp r0.xy, r0 +pow_pp r1.z, r0.y, c0.x +pow_pp r2.z, r0.x, c0.x +add_pp r5.xy, r6, -r5 +mov_pp r0.x, r1.z +mov_pp r1.x, r2.z +add_pp r0.x, r1, r0 +mov r1.y, r0.w +mov r1.x, r0.z +mul r1.xy, r1, c2 +mov r2.x, r6.z +mov r2.y, r6.w +mul r3.xy, r2, c2 +add r2.x, r1, r1.y +add r1.x, r3, r3.y +add r2.x, r1, -r2 +mov r3.y, r5.w +mov r3.x, r5.z +abs_pp r6.xy, r5 +pow_pp r5.x, r6.x, c0.x +mul r7.xy, r3, c2 +abs r2.x, r2 +pow r3.y, r2.x, c1.x +add r2.x, r7, r7.y +mov r7.x, r3.y +add r2.x, r1, -r2 +abs r3.x, r2 +pow r8.x, r3.x, c1.x +rcp r2.x, r1.x +mad r7.x, -r7, c2.z, r1 +mov r3.x, r8.x +mad r1.x, -r3, c2.z, r1 +pow_pp r3.y, r6.y, c0.x +mul_sat r1.x, r1, r2 +mul_sat r7.x, r2, r7 +mad_pp_sat r0.x, -r0, c2.w, c2 +mul_pp r0.x, r0, r7 +add_pp r3.x, r5.x, r3.y +mad_pp_sat r2.x, -r3, c2.w, c2 +mul_pp r1.x, r2, r1 +mul_pp r1, r4, r1.x +mul_pp r0, r1, r0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 48 // 24 used size, 4 vars +Float 16 [_NormalPower] +Float 20 [_DepthPower] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_CameraDepthNormalsTexture] 2D 1 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 29 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlpoeddjpdagidbjbkmndgaoolbobiflnabaaaaaabaagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfagphdgjhegjgpgoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcaiafaaaaeaaaaaaaecabaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaad 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+aaaaaaaackaabaaaaaaaaaaadcaaaaakecaabaaaaaaaaaaackaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaacaebbkaabaaaaaaaaaaaaocaaaahecaabaaaaaaaaaaa +ckaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaackaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaaagaabaaa +aaaaaaaaegaobaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaaeaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaaapaaaaakbcaabaaaaaaaaaaaogakbaaa +adaaaaaaaceaaaaaaaaaiadpibiaiadlaaaaaaaaaaaaaaaaaaaaaaaimcaabaaa +aaaaaaaaagaebaaaabaaaaaaagaebaiaebaaaaaaadaaaaaacpaaaaagmcaabaaa +aaaaaaaakgaobaiaibaaaaaaaaaaaaaadiaaaaaimcaabaaaaaaaaaaakgaobaaa +aaaaaaaaagiacaaaaaaaaaaaabaaaaaabjaaaaafmcaabaaaaaaaaaaakgaobaaa +aaaaaaaaaaaaaaahecaabaaaaaaaaaaadkaabaaaaaaaaaaackaabaaaaaaaaaaa +dcaaaaakecaabaaaaaaaaaaackaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaakaea +abeaaaaaaaaaiadpdeaaaaahecaabaaaaaaaaaaackaabaaaaaaaaaaaabeaaaaa +aaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaabkaabaaa +aaaaaaaacpaaaaagbcaabaaaaaaaaaaaakaabaiaibaaaaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaabaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaacaebbkaabaaaaaaaaaaaaocaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaahpccabaaaaaaaaaaaagaabaaa +aaaaaaaaegaobaaaacaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 48 // 24 used size, 4 vars +Float 16 [_NormalPower] +Float 20 [_DepthPower] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_CameraDepthNormalsTexture] 2D 1 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 29 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 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+aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + +#LINE 89 + + } + } + Fallback off +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivebumpedspecular b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivebumpedspecular new file mode 100644 index 0000000..6820c79 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivebumpedspecular @@ -0,0 +1,34577 @@ +Shader "KSP/Emissive/Bumped Specular" +{ + Properties + { + _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} + _BumpMap("_BumpMap", 2D) = "bump" {} + _Color ("Main Color", Color) = (1,1,1,1) + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 + + _EmissiveColor("_EmissiveColor", Color) = (0,0,0,1) + _Emissive("_Emissive", 2D) = "white" {} + + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 21 to 81 +// d3d9 - ALU: 22 to 84 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +Vector 25 [_Emissive_ST] +"!!ARBvp1.0 +# 45 ALU +PARAM c[26] = { { 1 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[4].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[2].y, R0, R2; +DP3 result.texcoord[3].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +DP3 result.texcoord[3].z, vertex.normal, R3; +DP3 result.texcoord[3].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 45 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"vs_2_0 +; 48 ALU +def c25, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT4.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c25.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT2.y, r2, r3 +dp3 oT3.y, r3, r4 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +dp3 oT3.z, v2, r4 +dp3 oT3.x, v1, r4 +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT1.xy, v3, c24, c24.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 42 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjekghcebhhpiacgeloclglkmgfeigoababaaaaaacaaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa 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+SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"agal_vs +c25 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaaeaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v4.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz +bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5 +bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz +bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz +adaaaaaaaaaaamacadaaaaeeaaaaaaaabhaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c23.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabhaaaaoeabaaaaaa add v0.zw, r0.wwzw, c23 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +adaaaaaaaaaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r0.xy, a3, c24 +abaaaaaaabaaadaeaaaaaafeacaaaaaabiaaaaooabaaaaaa add v1.xy, r0.xyyy, c24.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 42 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedckgkghdfgodhehlikcdnnabfpmmcldebabaaaaaaamamaaaaaeaaaaaa +daaaaaaabiaeaaaaimakaaaafealaaaaebgpgodjoaadaaaaoaadaaaaaaacpopp +geadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaahaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa 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+bbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaa +aaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaa +dcaaaaakhccabaaaafaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaa +egacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 445 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 436 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 440 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 445 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 445 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 449 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 453 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 457 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 461 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[20] = { { 1 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[2].y, R0, R1; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[19], c[19].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +Vector 17 [_Emissive_ST] +"vs_2_0 +; 22 ALU +def c18, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c18.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT2.y, r0, r1 +dp3 oT2.z, v2, r0 +dp3 oT2.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT1.xy, v3, c17, c17.zwzw +mad oT3.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 12 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjejaegflheciljakkemikbadknehlepaabaaaaaacaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcieadaaaaeaaaabaa +obaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaa +acaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaa +aaaaaaaaajaaaaaadcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaa +agbebaaaaeaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_13; + tmpvar_13 = color_7.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_3 = tmpvar_12; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_13; + tmpvar_13 = color_7.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_3 = tmpvar_12; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_15.w) * tmpvar_15.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +Vector 17 [_Emissive_ST] +"agal_vs +c18 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c18.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaacaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v2.y, r0.xyzz, r1.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v2.z, a1, r0.xyzz +bcaaaaaaacaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaabaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v1.xy, r0.xyyy, c17.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaadaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v3.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 12 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedejjeecdffpacfnncfcnddnpihjofgejnabaaaaaafmahaaaaaeaaaaaa +daaaaaaagiacaaaapeafaaaalmagaaaaebgpgodjdaacaaaadaacaaaaaaacpopp +niabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa +aeaaabaaaaaaaaaaabaaaeaaabaaafaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa 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+aaaaoeiappppaaaafdeieefcieadaaaaeaaaabaaobaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaa +aeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaa +gfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaadhccabaaa +adaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +aiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadcaaaaal +dccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaa +aaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaaagiecaaa +aaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +adaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaacaaaaaaamadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 426 +#line 443 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 430 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 434 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 438 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 426 +#line 443 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 447 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + #line 451 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 455 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 459 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + #line 463 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[20] = { { 1 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[2].y, R0, R1; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[19], c[19].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +Vector 17 [_Emissive_ST] +"vs_2_0 +; 22 ALU +def c18, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c18.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT2.y, r0, r1 +dp3 oT2.z, v2, r0 +dp3 oT2.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT1.xy, v3, c17, c17.zwzw +mad oT3.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 12 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjejaegflheciljakkemikbadknehlepaabaaaaaacaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcieadaaaaeaaaabaa +obaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaa +acaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaa +aaaaaaaaajaaaaaadcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaa +agbebaaaaeaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + c_1.w = 0.0; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_19; + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_18; + mediump vec3 specColor_21; + highp float nh_22; + mat3 tmpvar_23; + tmpvar_23[0].x = 0.816497; + tmpvar_23[0].y = -0.408248; + tmpvar_23[0].z = -0.408248; + tmpvar_23[1].x = 0.0; + tmpvar_23[1].y = 0.707107; + tmpvar_23[1].z = -0.707107; + tmpvar_23[2].x = 0.57735; + tmpvar_23[2].y = 0.57735; + tmpvar_23[2].z = 0.57735; + mediump vec3 normal_24; + normal_24 = tmpvar_3; + mediump vec3 scalePerBasisVector_25; + mediump vec3 lm_26; + lowp vec3 tmpvar_27; + tmpvar_27 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_26 = tmpvar_27; + lowp vec3 tmpvar_28; + tmpvar_28 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_25 = tmpvar_28; + lm_26 = (lm_26 * dot (clamp ((tmpvar_23 * normal_24), 0.0, 1.0), scalePerBasisVector_25)); + vec3 v_29; + v_29.x = tmpvar_23[0].x; + v_29.y = tmpvar_23[1].x; + v_29.z = tmpvar_23[2].x; + vec3 v_30; + v_30.x = tmpvar_23[0].y; + v_30.y = tmpvar_23[1].y; + v_30.z = tmpvar_23[2].y; + vec3 v_31; + v_31.x = tmpvar_23[0].z; + v_31.y = tmpvar_23[1].z; + v_31.z = tmpvar_23[2].z; + mediump float tmpvar_32; + tmpvar_32 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_20)))); + nh_22 = tmpvar_32; + highp float tmpvar_33; + mediump float arg1_34; + arg1_34 = (_Shininess * 128.0); + tmpvar_33 = pow (nh_22, arg1_34); + highp vec3 tmpvar_35; + tmpvar_35 = (((lm_26 * _SpecColor.xyz) * tmpvar_5) * tmpvar_33); + specColor_21 = tmpvar_35; + highp vec4 tmpvar_36; + tmpvar_36.xyz = lm_26; + tmpvar_36.w = tmpvar_33; + tmpvar_19 = tmpvar_36; + c_1.xyz = specColor_21; + mediump vec3 tmpvar_37; + tmpvar_37 = (c_1.xyz + (tmpvar_2 * tmpvar_19.xyz)); + c_1.xyz = tmpvar_37; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + c_1.w = 0.0; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + mediump vec3 specColor_23; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 normal_26; + normal_26 = tmpvar_3; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_25[0].x; + v_31.y = tmpvar_25[1].x; + v_31.z = tmpvar_25[2].x; + vec3 v_32; + v_32.x = tmpvar_25[0].y; + v_32.y = tmpvar_25[1].y; + v_32.z = tmpvar_25[2].y; + vec3 v_33; + v_33.x = tmpvar_25[0].z; + v_33.y = tmpvar_25[1].z; + v_33.z = tmpvar_25[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_22)))); + nh_24 = tmpvar_34; + highp float tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + tmpvar_35 = pow (nh_24, arg1_36); + highp vec3 tmpvar_37; + tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_5) * tmpvar_35); + specColor_23 = tmpvar_37; + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_28; + tmpvar_38.w = tmpvar_35; + tmpvar_21 = tmpvar_38; + c_1.xyz = specColor_23; + mediump vec3 tmpvar_39; + tmpvar_39 = (c_1.xyz + (tmpvar_2 * tmpvar_21.xyz)); + c_1.xyz = tmpvar_39; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_BumpMap_ST] +Vector 17 [_Emissive_ST] +"agal_vs +c18 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c18.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaacaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v2.y, r0.xyzz, r1.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v2.z, a1, r0.xyzz +bcaaaaaaacaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaabaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v1.xy, r0.xyyy, c17.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaadaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v3.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 12 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 20 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedejjeecdffpacfnncfcnddnpihjofgejnabaaaaaafmahaaaaaeaaaaaa +daaaaaaagiacaaaapeafaaaalmagaaaaebgpgodjdaacaaaadaacaaaaaaacpopp +niabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa +aeaaabaaaaaaaaaaabaaaeaaabaaafaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeabaaadoa 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+ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaacaaaaaaamadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 426 +#line 443 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 430 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 434 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 438 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 426 +#line 443 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 445 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 447 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 451 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 455 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 459 + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 463 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + c.xyz += (o.Albedo * lm); + #line 467 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +Vector 26 [_Emissive_ST] +"!!ARBvp1.0 +# 50 ALU +PARAM c[27] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..26] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[4].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[2].y, R0, R2; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[3].y, R2, R3; +DP3 result.texcoord[3].z, vertex.normal, R3; +DP3 result.texcoord[3].x, vertex.attrib[14], R3; +ADD result.texcoord[5].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[5].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[25].xyxy, c[25]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[26], c[26].zwzw; +END +# 50 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +Vector 26 [_Emissive_ST] +"vs_2_0 +; 53 ALU +def c27, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c27.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT4.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c27.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c27.y +mul r1.y, r1, c13.x +dp3 oT2.y, r2, r3 +dp3 oT3.y, r3, r4 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +dp3 oT3.z, v2, r4 +dp3 oT3.x, v1, r4 +mad oT5.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT5.zw, r0 +mad oT0.zw, v3.xyxy, c25.xyxy, c25 +mad oT0.xy, v3, c24, c24.zwzw +mad oT1.xy, v3, c26, c26.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 47 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjhglokikdnackengeoegophcjhhpbeljabaaaaaanaaiaaaaadaaaaaa 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_Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float tmpvar_18; + mediump float lightShadowDataX_19; + highp float dist_20; + lowp float tmpvar_21; + tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5).x; + dist_20 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = _LightShadowData.x; + lightShadowDataX_19 = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD5.z / xlv_TEXCOORD5.w))), lightShadowDataX_19); + tmpvar_18 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_25; + viewDir_25 = tmpvar_24; + lowp vec4 c_26; + highp float nh_27; + lowp float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_29; + tmpvar_29 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_25)))); + nh_27 = tmpvar_29; + mediump float arg1_30; + arg1_30 = (_Shininess * 128.0); + highp float tmpvar_31; + tmpvar_31 = (pow (nh_27, arg1_30) * tmpvar_5); + highp vec3 tmpvar_32; + tmpvar_32 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_28) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_31)) * (tmpvar_18 * 2.0)); + c_26.xyz = tmpvar_32; + highp float tmpvar_33; + tmpvar_33 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_31) * tmpvar_18)); + c_26.w = tmpvar_33; + c_1.w = c_26.w; + c_1.xyz = (c_26.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec4 o_30; + highp vec4 tmpvar_31; + tmpvar_31 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_32; + tmpvar_32.x = tmpvar_31.x; + tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x); + o_30.xy = (tmpvar_32 + tmpvar_31.w); + o_30.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = o_30; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5); + highp vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_19; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_20)))); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_5); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (tmpvar_18.x * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * tmpvar_18.x)); + c_21.w = tmpvar_28; + c_1.w = c_21.w; + c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +Vector 25 [_BumpMap_ST] +Vector 26 [_Emissive_ST] +"agal_vs +c27 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacblaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c27.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaaeaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v4.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacblaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c27.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaablaaaaffabaaaaaa mul r1.xyz, r0.xyww, c27.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz +bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5 +bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz +bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz +adaaaaaaafaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v5.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaafaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v5.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25 +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaabkaaaaoeabaaaaaa mul r5.xy, a3, c26 +abaaaaaaabaaadaeafaaaafeacaaaaaabkaaaaooabaaaaaa add v1.xy, r5.xyyy, c26.zwzw +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 47 instructions, 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m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 441 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 445 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 449 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 453 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); + xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 455 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 457 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 461 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 465 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 469 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 473 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +Vector 20 [_Emissive_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[21] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[20], c[20].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"vs_2_0 +; 27 ALU +def c20, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c20.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c20.y +mul r1.y, r1, c13.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT1.xy, v3, c19, c19.zwzw +mad oT3.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 240 // 240 used size, 13 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_BumpMap_ST] 4 +Vector 224 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedgcngaojmaamhomabcnoodceahmpacbmoabaaaaaanaafaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae +egiocaaaaaaaaaaaapaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa +abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad +dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa +abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaamaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaa +agbebaaaadaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaa +dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaaoaaaaaa +ogikcaaaaaaaaaaaaoaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaa +agiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa +abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_13; + tmpvar_13 = color_7.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_3 = tmpvar_12; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_4 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz), vec3((tmpvar_15 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_6 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_13; + tmpvar_13 = color_7.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_3 = tmpvar_12; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec3 tmpvar_17; + tmpvar_17 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_17, ((tmpvar_15.x * 2.0) * tmpvar_16.xyz)), (tmpvar_17 * tmpvar_15.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"agal_vs +c20 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c20.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaacaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v2.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v2.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabeaaaaffabaaaaaa mul r2.xyz, r0.xyww, c20.y +bcaaaaaaacaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaaeaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r3.xy, a3, c19 +abaaaaaaabaaadaeadaaaafeacaaaaaabdaaaaooabaaaaaa add v1.xy, r3.xyyy, c19.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaadaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v3.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 240 // 240 used size, 13 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_BumpMap_ST] 4 +Vector 224 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgklpbkdmjgnncidookfgnlecdpaigiplabaaaaaahaaiaaaaaeaaaaaa +daaaaaaammacaaaapaagaaaaliahaaaaebgpgodjjeacaaaajeacaaaaaaacpopp +dmacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaalaa +aeaaabaaaaaaaaaaabaaaeaaacaaafaaaaaaaaaaacaaaaaaaeaaahaaaaaaaaaa +acaabaaaafaaalaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbaaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeabaaadoaadaaoejaaeaaoeka +aeaaookaaeaaaaaeabaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +afaaoekaafaaaaadabaaahiaaaaaffiaamaaoekaaeaaaaaeaaaaaliaalaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaanaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaaoaaoekaaeaaaaaeaaaaahiaaaaaoeiaapaappkaaaaaoejb +aiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadacaaacoaabaaoeiaaaaaoeia +aiaaaaadacaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaaiaaoeka +aeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaajaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappjaaaaaoeiaafaaaaad +abaaabiaaaaaffiaagaaaakaafaaaaadabaaaiiaabaaaaiabaaaaakaafaaaaad +abaaafiaaaaapeiabaaaaakaacaaaaadadaaadoaabaakkiaabaaomiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiaabaaaaac +adaaamoaaaaaoeiappppaaaafdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae +egiocaaaaaaaaaaaapaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa 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+abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +acaaaaaaamadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 439 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 443 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 447 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 451 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 454 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 456 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 460 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 464 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 468 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + #line 472 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_BumpMap_ST] +Vector 20 [_Emissive_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[21] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[20], c[20].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"vs_2_0 +; 27 ALU +def c20, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c20.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c20.y +mul r1.y, r1, c13.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT1.xy, v3, c19, c19.zwzw +mad oT3.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 240 // 240 used size, 13 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_BumpMap_ST] 4 +Vector 224 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedgcngaojmaamhomabcnoodceahmpacbmoabaaaaaanaafaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae +egiocaaaaaaaaaaaapaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa +abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad +dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa +abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaamaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaa +agbebaaaadaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaa +dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaaoaaaaaa +ogikcaaaaaaaaaaaaoaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaa +agiecaaaaaaaaaaaalaaaaaakgiocaaaaaaaaaaaalaaaaaadiaaaaahhcaabaaa +abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float tmpvar_18; + mediump float lightShadowDataX_19; + highp float dist_20; + lowp float tmpvar_21; + tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_20 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = _LightShadowData.x; + lightShadowDataX_19 = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_19); + tmpvar_18 = tmpvar_23; + c_1.w = 0.0; + highp vec3 tmpvar_24; + tmpvar_24 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_25; + mediump vec3 viewDir_26; + viewDir_26 = tmpvar_24; + mediump vec3 specColor_27; + highp float nh_28; + mat3 tmpvar_29; + tmpvar_29[0].x = 0.816497; + tmpvar_29[0].y = -0.408248; + tmpvar_29[0].z = -0.408248; + tmpvar_29[1].x = 0.0; + tmpvar_29[1].y = 0.707107; + tmpvar_29[1].z = -0.707107; + tmpvar_29[2].x = 0.57735; + tmpvar_29[2].y = 0.57735; + tmpvar_29[2].z = 0.57735; + mediump vec3 normal_30; + normal_30 = tmpvar_3; + mediump vec3 scalePerBasisVector_31; + mediump vec3 lm_32; + lowp vec3 tmpvar_33; + tmpvar_33 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_32 = tmpvar_33; + lowp vec3 tmpvar_34; + tmpvar_34 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_31 = tmpvar_34; + lm_32 = (lm_32 * dot (clamp ((tmpvar_29 * normal_30), 0.0, 1.0), scalePerBasisVector_31)); + vec3 v_35; + v_35.x = tmpvar_29[0].x; + v_35.y = tmpvar_29[1].x; + v_35.z = tmpvar_29[2].x; + vec3 v_36; + v_36.x = tmpvar_29[0].y; + v_36.y = tmpvar_29[1].y; + v_36.z = tmpvar_29[2].y; + vec3 v_37; + v_37.x = tmpvar_29[0].z; + v_37.y = tmpvar_29[1].z; + v_37.z = tmpvar_29[2].z; + mediump float tmpvar_38; + tmpvar_38 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_31.x * v_35) + (scalePerBasisVector_31.y * v_36)) + (scalePerBasisVector_31.z * v_37))) + viewDir_26)))); + nh_28 = tmpvar_38; + highp float tmpvar_39; + mediump float arg1_40; + arg1_40 = (_Shininess * 128.0); + tmpvar_39 = pow (nh_28, arg1_40); + highp vec3 tmpvar_41; + tmpvar_41 = (((lm_32 * _SpecColor.xyz) * tmpvar_5) * tmpvar_39); + specColor_27 = tmpvar_41; + highp vec4 tmpvar_42; + tmpvar_42.xyz = lm_32; + tmpvar_42.w = tmpvar_39; + tmpvar_25 = tmpvar_42; + c_1.xyz = specColor_27; + lowp vec3 tmpvar_43; + tmpvar_43 = vec3((tmpvar_18 * 2.0)); + mediump vec3 tmpvar_44; + tmpvar_44 = (c_1.xyz + (tmpvar_2 * min (tmpvar_25.xyz, tmpvar_43))); + c_1.xyz = tmpvar_44; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + c_1.w = 0.0; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_22; + mediump vec3 viewDir_23; + viewDir_23 = tmpvar_21; + mediump vec3 specColor_24; + highp float nh_25; + mat3 tmpvar_26; + tmpvar_26[0].x = 0.816497; + tmpvar_26[0].y = -0.408248; + tmpvar_26[0].z = -0.408248; + tmpvar_26[1].x = 0.0; + tmpvar_26[1].y = 0.707107; + tmpvar_26[1].z = -0.707107; + tmpvar_26[2].x = 0.57735; + tmpvar_26[2].y = 0.57735; + tmpvar_26[2].z = 0.57735; + mediump vec3 normal_27; + normal_27 = tmpvar_3; + mediump vec3 scalePerBasisVector_28; + mediump vec3 lm_29; + lowp vec3 tmpvar_30; + tmpvar_30 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + lm_29 = tmpvar_30; + lowp vec3 tmpvar_31; + tmpvar_31 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + scalePerBasisVector_28 = tmpvar_31; + lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28)); + vec3 v_32; + v_32.x = tmpvar_26[0].x; + v_32.y = tmpvar_26[1].x; + v_32.z = tmpvar_26[2].x; + vec3 v_33; + v_33.x = tmpvar_26[0].y; + v_33.y = tmpvar_26[1].y; + v_33.z = tmpvar_26[2].y; + vec3 v_34; + v_34.x = tmpvar_26[0].z; + v_34.y = tmpvar_26[1].z; + v_34.z = tmpvar_26[2].z; + mediump float tmpvar_35; + tmpvar_35 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_23)))); + nh_25 = tmpvar_35; + highp float tmpvar_36; + mediump float arg1_37; + arg1_37 = (_Shininess * 128.0); + tmpvar_36 = pow (nh_25, arg1_37); + highp vec3 tmpvar_38; + tmpvar_38 = (((lm_29 * _SpecColor.xyz) * tmpvar_5) * tmpvar_36); + specColor_24 = tmpvar_38; + highp vec4 tmpvar_39; + tmpvar_39.xyz = lm_29; + tmpvar_39.w = tmpvar_36; + tmpvar_22 = tmpvar_39; + c_1.xyz = specColor_24; + lowp vec3 arg1_40; + arg1_40 = ((tmpvar_18.x * 2.0) * tmpvar_19.xyz); + mediump vec3 tmpvar_41; + tmpvar_41 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_22.xyz, arg1_40), (tmpvar_22.xyz * tmpvar_18.x)))); + c_1.xyz = tmpvar_41; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_BumpMap_ST] +Vector 19 [_Emissive_ST] +"agal_vs +c20 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c20.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaacaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v2.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v2.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabeaaaaffabaaaaaa mul r2.xyz, r0.xyww, c20.y +bcaaaaaaacaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaaeaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r3.xy, a3, c19 +abaaaaaaabaaadaeadaaaafeacaaaaaabdaaaaooabaaaaaa add v1.xy, r3.xyyy, c19.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaadaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v3.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 240 // 240 used size, 13 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_BumpMap_ST] 4 +Vector 224 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedgklpbkdmjgnncidookfgnlecdpaigiplabaaaaaahaaiaaaaaeaaaaaa +daaaaaaammacaaaapaagaaaaliahaaaaebgpgodjjeacaaaajeacaaaaaaacpopp +dmacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaalaa +aeaaabaaaaaaaaaaabaaaeaaacaaafaaaaaaaaaaacaaaaaaaeaaahaaaaaaaaaa +acaabaaaafaaalaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbaaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeabaaadoaadaaoejaaeaaoeka +aeaaookaaeaaaaaeabaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +afaaoekaafaaaaadabaaahiaaaaaffiaamaaoekaaeaaaaaeaaaaaliaalaakeka 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +acaaaaaaamadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 455 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 439 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 443 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 447 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 451 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 455 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 455 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 459 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 463 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 467 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 471 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + #line 475 + c.xyz += specColor; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 479 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +Vector 32 [_BumpMap_ST] +Vector 33 [_Emissive_ST] +"!!ARBvp1.0 +# 76 ALU +PARAM c[34] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..33] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[4].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[2].y, R0, R2; +DP3 result.texcoord[3].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +DP3 result.texcoord[3].z, vertex.normal, R3; +DP3 result.texcoord[3].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[32].xyxy, c[32]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[33], c[33].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 76 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +Vector 32 [_Emissive_ST] +"vs_2_0 +; 79 ALU +def c33, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c33.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c33.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c33.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT4.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c33.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT2.y, r2, r3 +dp3 oT3.y, r3, r4 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +dp3 oT3.z, v2, r4 +dp3 oT3.x, v1, r4 +mad oT0.zw, v3.xyxy, c31.xyxy, c31 +mad oT0.xy, v3, c30, c30.zwzw +mad oT1.xy, v3, c32, c32.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 66 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddnleneeagndbkgannammjpfadocjlekgabaaaaaahaalaaaaadaaaaaa 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+aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_19)))); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_5); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * 2.0); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_25)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_BumpMap_ST] +Vector 32 [_Emissive_ST] +"agal_vs +c33 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaaeaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v4.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz +bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5 +bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz +bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz +adaaaaaaafaaamacadaaaaeeaaaaaaaabpaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c31.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabpaaaaoeabaaaaaa add v0.zw, r5.wwzw, c31 +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaabaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v1.xy, r5.xyyy, c32.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 66 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecediokpncfkeookhodgbccidhmlmbolceipabaaaaaafebbaaaaaeaaaaaa +daaaaaaabaagaaaaneapaaaajmbaaaaaebgpgodjniafaaaaniafaaaaaaacpopp +fmafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaahaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa +acaaacaaaiaaagaaaaaaaaaaacaabcaaahaaaoaaaaaaaaaaadaaaaaaaeaabfaa +aaaaaaaaadaaamaaajaabjaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafccaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja 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+aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +ahaiaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 436 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 440 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 445 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 447 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 449 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 453 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 457 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 461 + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 465 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +Vector 34 [_Emissive_ST] +"!!ARBvp1.0 +# 81 ALU +PARAM c[35] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..34] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[4].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[2].y, R0, R2; +DP3 result.texcoord[2].z, vertex.normal, R0; +DP3 result.texcoord[2].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[3].y, R2, R3; +DP3 result.texcoord[3].z, vertex.normal, R3; +DP3 result.texcoord[3].x, vertex.attrib[14], R3; +ADD result.texcoord[5].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[5].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[33].xyxy, c[33]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[34], c[34].zwzw; +END +# 81 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +Vector 34 [_Emissive_ST] +"vs_2_0 +; 84 ALU +def c35, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c35.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c35.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c35.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT4.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c35.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c35.z +mul r1.y, r1, c13.x +dp3 oT2.y, r2, r3 +dp3 oT3.y, r3, r4 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +dp3 oT3.z, v2, r4 +dp3 oT3.x, v1, r4 +mad oT5.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT5.zw, r0 +mad oT0.zw, v3.xyxy, c33.xyxy, c33 +mad oT0.xy, v3, c32, c32.zwzw +mad oT1.xy, v3, c34, c34.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 71 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedndefoojeegbigmemocmiemebpdjkknigabaaaaaacaamaaaaadaaaaaa +cmaaaaaapeaaaaaameabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheomiaaaaaaahaaaaaa +aiaaaaaalaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaalmaaaaaaabaaaaaaaaaaaaaa 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xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float tmpvar_18; + mediump float lightShadowDataX_19; + highp float dist_20; + lowp float tmpvar_21; + tmpvar_21 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5).x; + dist_20 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = _LightShadowData.x; + lightShadowDataX_19 = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = max (float((dist_20 > (xlv_TEXCOORD5.z / xlv_TEXCOORD5.w))), lightShadowDataX_19); + tmpvar_18 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_25; + viewDir_25 = tmpvar_24; + lowp vec4 c_26; + highp float nh_27; + lowp float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_29; + tmpvar_29 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_25)))); + nh_27 = tmpvar_29; + mediump float arg1_30; + arg1_30 = (_Shininess * 128.0); + highp float tmpvar_31; + tmpvar_31 = (pow (nh_27, arg1_30) * tmpvar_5); + highp vec3 tmpvar_32; + tmpvar_32 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_28) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_31)) * (tmpvar_18 * 2.0)); + c_26.xyz = tmpvar_32; + highp float tmpvar_33; + tmpvar_33 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_31) * tmpvar_18)); + c_26.w = tmpvar_33; + c_1.w = c_26.w; + c_1.xyz = (c_26.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_10 = tmpvar_1.xyz; + tmpvar_11 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_12; + tmpvar_12[0].x = tmpvar_10.x; + tmpvar_12[0].y = tmpvar_11.x; + tmpvar_12[0].z = tmpvar_2.x; + tmpvar_12[1].x = tmpvar_10.y; + tmpvar_12[1].y = tmpvar_11.y; + tmpvar_12[1].z = tmpvar_2.y; + tmpvar_12[2].x = tmpvar_10.z; + tmpvar_12[2].y = tmpvar_11.z; + tmpvar_12[2].z = tmpvar_2.z; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_12 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_13; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_15; + tmpvar_15.w = 1.0; + tmpvar_15.xyz = tmpvar_9; + mediump vec3 tmpvar_16; + mediump vec4 normal_17; + normal_17 = tmpvar_15; + highp float vC_18; + mediump vec3 x3_19; + mediump vec3 x2_20; + mediump vec3 x1_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAr, normal_17); + x1_21.x = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAg, normal_17); + x1_21.y = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHAb, normal_17); + x1_21.z = tmpvar_24; + mediump vec4 tmpvar_25; + tmpvar_25 = (normal_17.xyzz * normal_17.yzzx); + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBr, tmpvar_25); + x2_20.x = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBg, tmpvar_25); + x2_20.y = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = dot (unity_SHBb, tmpvar_25); + x2_20.z = tmpvar_28; + mediump float tmpvar_29; + tmpvar_29 = ((normal_17.x * normal_17.x) - (normal_17.y * normal_17.y)); + vC_18 = tmpvar_29; + highp vec3 tmpvar_30; + tmpvar_30 = (unity_SHC.xyz * vC_18); + x3_19 = tmpvar_30; + tmpvar_16 = ((x1_21 + x2_20) + x3_19); + shlight_3 = tmpvar_16; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_31; + tmpvar_31 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosX0 - tmpvar_31.x); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosY0 - tmpvar_31.y); + highp vec4 tmpvar_34; + tmpvar_34 = (unity_4LightPosZ0 - tmpvar_31.z); + highp vec4 tmpvar_35; + tmpvar_35 = (((tmpvar_32 * tmpvar_32) + (tmpvar_33 * tmpvar_33)) + (tmpvar_34 * tmpvar_34)); + highp vec4 tmpvar_36; + tmpvar_36 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_32 * tmpvar_9.x) + (tmpvar_33 * tmpvar_9.y)) + (tmpvar_34 * tmpvar_9.z)) * inversesqrt(tmpvar_35))) * (1.0/((1.0 + (tmpvar_35 * unity_4LightAtten0))))); + highp vec3 tmpvar_37; + tmpvar_37 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_36.x) + (unity_LightColor[1].xyz * tmpvar_36.y)) + (unity_LightColor[2].xyz * tmpvar_36.z)) + (unity_LightColor[3].xyz * tmpvar_36.w))); + tmpvar_6 = tmpvar_37; + highp vec4 o_38; + highp vec4 tmpvar_39; + tmpvar_39 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_40; + tmpvar_40.x = tmpvar_39.x; + tmpvar_40.y = (tmpvar_39.y * _ProjectionParams.x); + o_38.xy = (tmpvar_40 + tmpvar_39.w); + o_38.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_12 * (((_World2Object * tmpvar_14).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = o_38; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 normal_11; + normal_11.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_11.z = sqrt((1.0 - clamp (dot (normal_11.xy, normal_11.xy), 0.0, 1.0))); + normal_8 = normal_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD5); + highp vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_19; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_20)))); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_5); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (tmpvar_18.x * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * tmpvar_18.x)); + c_21.w = tmpvar_28; + c_1.w = c_21.w; + c_1.xyz = (c_21.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +Vector 33 [_BumpMap_ST] +Vector 34 [_Emissive_ST] +"agal_vs +c35 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c35.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacdaaaaaaabaaaaaa add r1, r2, c35.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacdaaaaffabaaaaaa max r0, r0, c35.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaaeaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v4.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiaccdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c35.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaacdaaaakkabaaaaaa mul r1.xyz, r0.xyww, c35.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaadaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v3.y, r3.xyzz, r4.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v2.z, a1, r2.xyzz +bcaaaaaaacaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v2.x, r2.xyzz, a5 +bcaaaaaaadaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.z, a1, r4.xyzz +bcaaaaaaadaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v3.x, a5, r4.xyzz +adaaaaaaafaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v5.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaafaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v5.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33 +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaaccaaaaoeabaaaaaa mul r5.xy, a3, c34 +abaaaaaaabaaadaeafaaaafeacaaaaaaccaaaaooabaaaaaa add v1.xy, r5.xyyy, c34.zwzw +aaaaaaaaabaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.zw, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 71 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 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+#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 457 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 441 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 445 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 449 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 453 + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); + xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 457 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 457 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 461 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 465 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 469 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 473 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float shadow_18; + lowp float tmpvar_19; + tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD5.xyz); + highp float tmpvar_20; + tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x))); + shadow_18 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_21; + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_22)))); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_5); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (shadow_18 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * shadow_18)); + c_23.w = tmpvar_30; + c_1.w = c_23.w; + c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 441 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 445 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 449 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 453 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); + xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 455 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 457 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 461 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 465 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 469 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 473 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec3 normal_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_6 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_6), 0.0, 1.0)); + rim_5 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_13; + tmpvar_13 = color_7.xyz; + tmpvar_2 = tmpvar_13; + tmpvar_3 = tmpvar_12; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_4 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz), vec3((shadow_15 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 439 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 443 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 447 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 451 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 454 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 456 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 460 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 464 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 468 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + #line 472 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float shadow_18; + lowp float tmpvar_19; + tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_20; + tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x))); + shadow_18 = tmpvar_20; + c_1.w = 0.0; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_22; + mediump vec3 viewDir_23; + viewDir_23 = tmpvar_21; + mediump vec3 specColor_24; + highp float nh_25; + mat3 tmpvar_26; + tmpvar_26[0].x = 0.816497; + tmpvar_26[0].y = -0.408248; + tmpvar_26[0].z = -0.408248; + tmpvar_26[1].x = 0.0; + tmpvar_26[1].y = 0.707107; + tmpvar_26[1].z = -0.707107; + tmpvar_26[2].x = 0.57735; + tmpvar_26[2].y = 0.57735; + tmpvar_26[2].z = 0.57735; + mediump vec3 normal_27; + normal_27 = tmpvar_3; + mediump vec3 scalePerBasisVector_28; + mediump vec3 lm_29; + lowp vec3 tmpvar_30; + tmpvar_30 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_29 = tmpvar_30; + lowp vec3 tmpvar_31; + tmpvar_31 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_28 = tmpvar_31; + lm_29 = (lm_29 * dot (clamp ((tmpvar_26 * normal_27), 0.0, 1.0), scalePerBasisVector_28)); + vec3 v_32; + v_32.x = tmpvar_26[0].x; + v_32.y = tmpvar_26[1].x; + v_32.z = tmpvar_26[2].x; + vec3 v_33; + v_33.x = tmpvar_26[0].y; + v_33.y = tmpvar_26[1].y; + v_33.z = tmpvar_26[2].y; + vec3 v_34; + v_34.x = tmpvar_26[0].z; + v_34.y = tmpvar_26[1].z; + v_34.z = tmpvar_26[2].z; + mediump float tmpvar_35; + tmpvar_35 = max (0.0, dot (tmpvar_3, normalize((normalize((((scalePerBasisVector_28.x * v_32) + (scalePerBasisVector_28.y * v_33)) + (scalePerBasisVector_28.z * v_34))) + viewDir_23)))); + nh_25 = tmpvar_35; + highp float tmpvar_36; + mediump float arg1_37; + arg1_37 = (_Shininess * 128.0); + tmpvar_36 = pow (nh_25, arg1_37); + highp vec3 tmpvar_38; + tmpvar_38 = (((lm_29 * _SpecColor.xyz) * tmpvar_5) * tmpvar_36); + specColor_24 = tmpvar_38; + highp vec4 tmpvar_39; + tmpvar_39.xyz = lm_29; + tmpvar_39.w = tmpvar_36; + tmpvar_22 = tmpvar_39; + c_1.xyz = specColor_24; + lowp vec3 tmpvar_40; + tmpvar_40 = vec3((shadow_18 * 2.0)); + mediump vec3 tmpvar_41; + tmpvar_41 = (c_1.xyz + (tmpvar_2 * min (tmpvar_22.xyz, tmpvar_40))); + c_1.xyz = tmpvar_41; + c_1.w = tmpvar_6; + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 455 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 439 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 443 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 447 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 451 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 435 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 455 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 455 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 459 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 463 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 467 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 471 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + #line 475 + c.xyz += specColor; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 479 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = tmpvar_6; + xlv_TEXCOORD5 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD5; +varying lowp vec3 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + lowp vec3 tmpvar_11; + tmpvar_11 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_8 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_9.xyz; + tmpvar_2 = tmpvar_15; + tmpvar_4 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_9.w; + tmpvar_5 = tmpvar_16; + tmpvar_3 = normal_8; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_17; + tmpvar_6 = _Opacity; + lowp float shadow_18; + lowp float tmpvar_19; + tmpvar_19 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD5.xyz); + highp float tmpvar_20; + tmpvar_20 = (_LightShadowData.x + (tmpvar_19 * (1.0 - _LightShadowData.x))); + shadow_18 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_21; + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_3, xlv_TEXCOORD3)); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_3, normalize((xlv_TEXCOORD3 + viewDir_22)))); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_5); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (shadow_18 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_6 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * shadow_18)); + c_23.w = tmpvar_30; + c_1.w = c_23.w; + c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD4)); + c_1.xyz = (c_1.xyz + tmpvar_4); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 457 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 441 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 445 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 449 + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 453 + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out lowp vec3 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval.lightDir); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); + xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 421 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 396 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 406 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 457 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 406 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 410 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 414 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 418 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 457 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 461 + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 465 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 469 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 473 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in lowp vec3 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.lightDir = vec3(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 25 to 59, TEX: 3 to 6 +// d3d9 - ALU: 28 to 62, TEX: 3 to 6 +// d3d11 - ALU: 18 to 45, TEX: 3 to 6, FLOW: 1 to 1 +// d3d11_9x - ALU: 18 to 45, TEX: 3 to 6, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 44 ALU, 3 TEX +PARAM c[8] = { program.local[0..6], + { 2, 1, 0, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R1.xyz, fragment.texcoord[1], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[7].x, -c[7].y; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +MUL R3.zw, R3.xyxy, R3.xyxy; +RSQ R1.w, R1.w; +MOV R2.xyz, fragment.texcoord[3]; +MAD R2.xyz, fragment.texcoord[2], R1.w, R2; +ADD_SAT R1.w, R3.z, R3; +DP3 R2.w, R2, R2; +RSQ R2.w, R2.w; +ADD R1.w, -R1, c[7].y; +RSQ R1.w, R1.w; +RCP R3.z, R1.w; +MUL R2.xyz, R2.w, R2; +DP3 R2.x, R3, R2; +MOV R1.w, c[7]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[7].z; +POW R1.w, R1.w, R2.y; +MUL R0.w, R0, R1; +DP3 R2.x, R3, fragment.texcoord[3]; +MAX R1.w, R2.x, c[7].z; +MUL R2.xyz, R0, c[0]; +MUL R4.xyz, R2, R1.w; +MOV R2, c[1]; +MUL R2.xyz, R2, c[0]; +MAD R4.xyz, R2, R0.w, R4; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MUL R2.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R2, R3; +MUL R1.xyz, R1, c[3]; +MUL R4.xyz, R4, c[7].x; +ADD R1.w, -R1, c[7].y; +POW R1.w, R1.w, c[5].x; +MUL R2.xyz, R1, c[3].w; +MUL R1.xyz, R1.w, c[6]; +MUL R1.w, R2, c[0]; +MAD R0.xyz, R0, fragment.texcoord[4], R4; +MAD R1.xyz, R1, c[6].w, R2; +MAD result.color.xyz, R1, c[4].x, R0; +MAD result.color.w, R0, R1, c[4].x; +END +# 44 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +"ps_2_0 +; 52 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c7, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c8, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xyz +dcl t4.xyz +texld r4, t1, s2 +texld r3, t0, s0 +dp3_pp r1.x, t2, t2 +mul_pp r6.xyz, r3, c0 +rsq_pp r1.x, r1.x +mov_pp r2.xyz, t3 +mad_pp r2.xyz, t2, r1.x, r2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c7.x, c7.y +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c7.z +dp3_pp r0.x, r2, r2 +rsq_pp r1.x, r1.x +rcp_pp r5.z, r1.x +rsq_pp r0.x, r0.x +mul_pp r1.xyz, r0.x, r2 +dp3_pp r1.x, r5, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c8, r0 +max_pp r1.x, r1, c7.w +pow r2.w, r1.x, r0.x +mov r0.x, r2.w +mov_pp r0.w, c0 +mul r0.x, r3.w, r0 +mul_pp r2.x, c1.w, r0.w +mad r0.w, r0.x, r2.x, c4.x +dp3_pp r1.x, r5, t3 +max_pp r2.x, r1, c7.w +mul_pp r2.xyz, r6, r2.x +dp3 r1.x, t2, t2 +rsq r1.x, r1.x +mov_pp r6.xyz, c0 +mul_pp r6.xyz, c1, r6 +mad r2.xyz, r6, r0.x, r2 +mul r1.xyz, r1.x, t2 +dp3_sat r0.x, r1, r5 +mul r1.xyz, r2, c7.x +mad_pp r2.xyz, r3, t4, r1 +add r0.x, -r0, c7.z +pow_pp r1.w, r0.x, c5.x +mov_pp r0.x, r1.w +mul r3.xyz, r4, c3 +mul r1.xyz, r3, c3.w +mul r0.xyz, r0.x, c6 +mad r0.xyz, r0, c6.w, r1 +mad_pp r0.xyz, r0, c4.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmcdpoffkjhmcopmfibmkbfogakjmeamiabaaaaaamaagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefckaafaaaa +eaaaaaaagiabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae 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+ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaadaaaaaa +diaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaaeaaaaaa +dcaaaaakiccabaaaaaaaaaaadkaabaaaaeaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaafaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaa +aeaaaaaabacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +aaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaa +akaabaaaabaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaa +aaaaaaaaagaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaa +abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaegbcbaaaafaaaaaa +egacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaacaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddmblegkhfdkkkpmfoihhjmdkodgiplhnabaaaaaaemakaaaaaeaaaaaa +daaaaaaaliadaaaagaajaaaabiakaaaaebgpgodjiaadaaaaiaadaaaaaaacpppp +eeadaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaabaaagaaaaaaaaaaaaaaaaacppppfbaaaaafagaaapka +aaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafahaaapkaaaaaaaedaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaadla +bpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaia +aeaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkaaiaaaaadaaaaaiiaacaaoelaacaaoelaahaaaaacaaaaabia +aaaappiaabaaaaacabaaahiaacaaoelaaeaaaaaeabaachiaabaaoeiaaaaaaaia +adaaoelaafaaaaadaaaaahiaaaaaaaiaacaaoelaceaaaaacacaachiaabaaoeia +abaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaecaaaaadabaacpia +abaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaecaaaaadaeaaapia +abaaoelaacaioekaaeaaaaaeafaacbiaabaappiaagaaaakaagaaffkaaeaaaaae +afaacciaabaaffiaagaaaakaagaaffkafkaaaaaeaaaadiiaafaaoeiaafaaoeia +agaakkkaacaaaaadaaaaciiaaaaappibagaappkaahaaaaacaaaaciiaaaaappia +agaaaaacafaaceiaaaaappiaaiaaaaadaaaaciiaafaaoeiaacaaoeiaalaaaaad +aeaaaiiaaaaappiaagaakkkaabaaaaacaaaaaiiaacaaaakaafaaaaadaaaaaiia +aaaappiaahaaaakacaaaaaadafaaaiiaaeaappiaaaaappiaafaaaaadaaaaaiia 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+deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaadaaaaaa +diaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaaeaaaaaa +dcaaaaakiccabaaaaaaaaaaadkaabaaaaeaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaafaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaa +aeaaaaaabacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +aaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaa +akaabaaaabaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaa +aaaaaaaaagaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaa +aaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaa +abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaegbcbaaaafaaaaaa +egacbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaacaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaaaaaaaaadoaaaaab +ejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +keaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 25 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[3], texture[3], 2D; +TEX R2.xyz, fragment.texcoord[1], texture[2], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MUL R3.zw, R3.xyxy, R3.xyxy; +ADD_SAT R1.w, R3.z, R3; +ADD R2.w, -R1, c[4].z; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +RSQ R2.w, R2.w; +MUL R0.xyz, R0.w, R0; +RCP R3.z, R2.w; +MUL R4.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R4, R3; +MUL R2.xyz, R2, c[0]; +ADD R1.w, -R1, c[4].z; +MUL R3.xyz, R2, c[0].w; +POW R1.w, R1.w, c[2].x; +MUL R2.xyz, R1.w, c[3]; +MAD R2.xyz, R2, c[3].w, R3; +MUL R2.xyz, R2, c[1].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[4].x, R2; +MOV result.color.w, c[1].x; +END +# 25 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [unity_Lightmap] 2D +"ps_2_0 +; 28 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xy +texld r4, t0, s0 +texld r2, t3, s3 +texld r3, t1, s2 +mov r0.y, t0.w +mov r0.x, t0.z +mul r3.xyz, r3, c0 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c4.x, c4.y +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c4.z +rsq_pp r1.x, r1.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t2 +rcp_pp r5.z, r1.x +dp3_sat r0.x, r0, r5 +add r0.x, -r0, c4.z +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r1.xyz, r3, c0.w +mul r0.xyz, r0.x, c3 +mad r0.xyz, r0, c3.w, r1 +mul_pp r1.xyz, r2.w, r2 +mul_pp r1.xyz, r1, r4 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1.x +mad_pp r0.xyz, r1, c4.w, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedhehialdalijcejphhaefpnfmligelnhjabaaaaaapmaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcpeadaaaaeaaaaaaapnaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +dcbabaaaacaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjcnbhkcnmgleobplafkgpjaimjhfagegabaaaaaahiahaaaaaeaaaaaa +daaaaaaakiacaaaakeagaaaaeeahaaaaebgpgodjhaacaaaahaacaaaaaaacpppp +daacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa 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+aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +afaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaafaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 53 ALU, 5 TEX +PARAM c[10] = { program.local[0..5], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R1, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TEX R4.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.xyz, fragment.texcoord[1], texture[2], 2D; +MAD R4.xy, R4.wyzw, c[6].x, -c[6].y; +MUL R3.xyz, R3.w, R3; +MUL R5.xyz, R3, c[6].z; +MUL R3.xyz, R5.y, c[8]; +MAD R3.xyz, R5.x, c[9], R3; +MAD R3.xyz, R5.z, c[7], R3; +DP3 R2.w, R3, R3; +RSQ R2.w, R2.w; +MUL R3.xyz, R2.w, R3; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +MAD R3.xyz, fragment.texcoord[2], R2.w, R3; +MUL R4.zw, R4.xyxy, R4.xyxy; +ADD_SAT R2.w, R4.z, R4; +DP3 R3.w, R3, R3; +ADD R2.w, -R2, c[6].y; +RSQ R2.w, R2.w; +RSQ R3.w, R3.w; +MUL R3.xyz, R3.w, R3; +RCP R4.z, R2.w; +DP3 R2.w, R4, R3; +MAX R2.w, R2, c[6]; +DP3_SAT R3.z, R4, c[7]; +DP3_SAT R3.x, R4, c[9]; +DP3_SAT R3.y, R4, c[8]; +DP3 R3.y, R3, R5; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, R3.y; +MOV R3.x, c[7].w; +MUL R1.w, R3.x, c[1].x; +MUL R1.xyz, R1, c[6].z; +MUL R3.xyz, R1, c[0]; +POW R1.w, R2.w, R1.w; +MUL R5.xyz, R0.w, R3; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +MUL R3.xyz, R2.w, fragment.texcoord[2]; +MUL R5.xyz, R5, R1.w; +MAD R0.xyz, R0, R1, R5; +MUL R1.xyz, R2, c[2]; +DP3_SAT R0.w, R3, R4; +ADD R0.w, -R0, c[6].y; +MUL R2.xyz, R1, c[2].w; +POW R0.w, R0.w, c[4].x; +MUL R1.xyz, R0.w, c[5]; +MAD R1.xyz, R1, c[5].w, R2; +MAD result.color.xyz, R1, c[3].x, R0; +MOV result.color.w, c[3].x; +END +# 53 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 57 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c9, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xy +texld r1, t1, s2 +texld r2, t0, s0 +texld r3, t3, s3 +texld r4, t3, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c6.w +mul r5.xyz, r4.y, c8 +mad r5.xyz, r4.x, c9, r5 +mul r1.xyz, r1, c2 +mul_pp r3.xyz, r3.w, r3 +mad r5.xyz, r4.z, c7, r5 +mov r0.y, t0.w +mov r0.x, t0.z +mul r1.xyz, r1, c2.w +texld r0, r0, s1 +dp3 r0.x, r5, r5 +rsq r0.x, r0.x +mul r5.xyz, r0.x, r5 +mov r0.x, r0.w +mad_pp r7.xy, r0, c6.x, c6.y +dp3_pp r0.x, t2, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t2, r0.x, r5 +mul_pp r6.xy, r7, r7 +add_pp_sat r5.x, r6, r6.y +dp3_pp r6.x, r0, r0 +rsq_pp r6.x, r6.x +add_pp r5.x, -r5, c6.z +rsq_pp r5.x, r5.x +rcp_pp r7.z, r5.x +mul_pp r0.xyz, r6.x, r0 +dp3_pp r0.x, r7, r0 +mov_pp r5.x, c1 +mul_pp r5.x, c8.w, r5 +max_pp r0.x, r0, c7.w +pow r6.x, r0.x, r5.x +dp3_pp_sat r0.z, r7, c7 +dp3_pp_sat r0.y, r7, c8 +dp3_pp_sat r0.x, r7, c9 +dp3_pp r0.x, r0, r4 +mul_pp r0.xyz, r3, r0.x +mul_pp r0.xyz, r0, c6.w +mul_pp r5.xyz, r0, c0 +dp3 r4.x, t2, t2 +rsq r4.x, r4.x +mul r4.xyz, r4.x, t2 +dp3_sat r4.x, r4, r7 +mul_pp r5.xyz, r2.w, r5 +mov r3.x, r6.x +mul r3.xyz, r5, r3.x +mad_pp r0.xyz, r2, r0, r3 +add r4.x, -r4, c6.z +pow_pp r2.w, r4.x, c4.x +mul r2.xyz, r2.w, c5 +mad r1.xyz, r2, c5.w, r1 +mov_pp r0.w, c3.x +mad_pp r0.xyz, r1, c3.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 53 instructions, 4 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmdcpajacbgfpfpblflbeaiaimmgfnjhjabaaaaaaeiaiaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa 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+aaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaa +agaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa +abaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaahicaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +eeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaabaaaaaaegbcbaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaadaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaadaaaaaahgapbaaaadaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa 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+hcaabaaaabaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa +abaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa +afaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +afaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 53 instructions, 4 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedkiadnlkijohmcoohgaoibpmaidcdlfldabaaaaaahiamaaaaaeaaaaaa +daaaaaaafmaeaaaakealaaaaeeamaaaaebgpgodjceaeaaaaceaeaaaaaaacpppp +oaadaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaafaaaaaaaaaaaaaaaaacpppp +fbaaaaafafaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafagaaapka +omafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafahaaapkaolafnblopdaedflp +dkmnbddpaaaaaaaafbaaaaafaiaaapkaaaaaaaebdkmnbddpaaaaaaaaolaffbdp +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaaplabpaaaaacaaaaaaia +acaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapka +abaaaaacaaaaadiaabaabllaabaaaaacabaaabiaaaaakklaabaaaaacabaaacia +aaaapplaecaaaaadacaacpiaaaaaoeiaadaioekaecaaaaadaaaacpiaaaaaoeia +aeaioekaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadadaacpiaaaaaoela 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+abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaa +bkiacaaaaaaaaaaaafaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaadaaaaaadiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaadaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaafaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 47 ALU, 4 TEX +PARAM c[8] = { program.local[0..6], + { 2, 1, 0, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R1, fragment.texcoord[0], texture[0], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0.xyz, fragment.texcoord[1], texture[2], 2D; +TXP R4.x, fragment.texcoord[5], texture[3], 2D; +MAD R2.xy, R2.wyzw, c[7].x, -c[7].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R2.z, R2, R2.w; +DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; +ADD R2.z, -R2, c[7].y; +RSQ R2.z, R2.z; +MUL R0.xyz, R0, c[3]; +RCP R2.z, R2.z; +RSQ R0.w, R0.w; +MOV R3.xyz, fragment.texcoord[3]; +MAD R3.xyz, fragment.texcoord[2], R0.w, R3; +DP3 R0.w, R3, R3; +RSQ R0.w, R0.w; +MUL R3.xyz, R0.w, R3; +DP3 R2.w, R2, R3; +MOV R3, c[1]; +MOV R0.w, c[7]; +MAX R2.w, R2, c[7].z; +MUL R0.w, R0, c[2].x; +POW R0.w, R2.w, R0.w; +MUL R0.w, R1, R0; +DP3 R1.w, R2, fragment.texcoord[3]; +MAX R1.w, R1, c[7].z; +MUL R4.yzw, R1.xxyz, c[0].xxyz; +MUL R4.yzw, R4, R1.w; +MUL R3.xyz, R3, c[0]; +MAD R3.xyz, R3, R0.w, R4.yzww; +MUL R1.w, R4.x, c[7].x; +MUL R3.xyz, R3, R1.w; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R2.w; +MAD R1.xyz, R1, fragment.texcoord[4], R3; +MUL R3.xyz, R1.w, fragment.texcoord[2]; +MUL R1.w, R3, c[0]; +MUL R0.w, R0, R1; +DP3_SAT R2.x, R3, R2; +ADD R1.w, -R2.x, c[7].y; +POW R1.w, R1.w, c[5].x; +MUL R0.xyz, R0, c[3].w; +MUL R2.xyz, R1.w, c[6]; +MAD R0.xyz, R2, c[6].w, R0; +MAD result.color.xyz, R0, c[4].x, R1; +MAD result.color.w, R4.x, R0, c[4].x; +END +# 47 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +"ps_2_0 +; 54 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c7, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c8, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xyz +dcl t4.xyz +dcl t5 +texld r3, t1, s2 +texldp r6, t5, s3 +texld r2, t0, s0 +dp3_pp r1.x, t2, t2 +rsq_pp r1.x, r1.x +mov_pp r5.xyz, t3 +mad_pp r5.xyz, t2, r1.x, r5 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +mov r0.y, t0.w +mov r0.x, t0.z +mul r3.xyz, r3, c3 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c7.x, c7.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c7.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +dp3_pp r1.x, r4, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c8, r0 +max_pp r1.x, r1, c7.w +pow r5.w, r1.x, r0.x +mov r0.x, r5.w +mov_pp r0.w, c0 +mul_pp r1.x, c1.w, r0.w +mul r0.x, r2.w, r0 +mul r5.x, r0, r1 +dp3_pp r1.x, r4, t3 +mad r0.w, r6.x, r5.x, c4.x +mul_pp r5.xyz, r2, c0 +max_pp r1.x, r1, c7.w +mul_pp r7.xyz, r5, r1.x +mov_pp r5.xyz, c0 +dp3 r1.x, t2, t2 +mul_pp r5.xyz, c1, r5 +mad r5.xyz, r5, r0.x, r7 +rsq r1.x, r1.x +mul r1.xyz, r1.x, t2 +dp3_sat r1.x, r1, r4 +mul_pp r0.x, r6, c7 +mul r4.xyz, r5, r0.x +add r0.x, -r1, c7.z +pow_pp r1.w, r0.x, c5.x +mov_pp r0.x, r1.w +mad_pp r2.xyz, r2, t4, r4 +mul r1.xyz, r3, c3.w +mul r0.xyz, r0.x, c6 +mad r0.xyz, r0, c6.w, r1 +mad_pp r0.xyz, r0, c4.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 33 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmipipbfbjngmiiniipgfccjafbfeolllabaaaaaafmahaaaaadaaaaaa +cmaaaaaapmaaaaaadaabaaaaejfdeheomiaaaaaaahaaaaaaaiaaaaaalaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaalmaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaalmaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaalmaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaahahaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaaagaaaaaa +apalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcceagaaaaeaaaaaaaijabaaaa +fjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaadhcbabaaaafaaaaaagcbaaaad +lcbabaaaagaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaaadaaaaaa +agaabaaaaaaaaaaaagbjbaaaaeaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaa +aaaaaaaaegbcbaaaadaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaa +jgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap +dcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaadaaaaaa +diaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaa +baaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaabacaaaah +bcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaaaaaaaaaibcaabaaa +abaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaa +bkiacaaaaaaaaaaaajaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaakaaaaaa +deaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaah +hcaabaaaadaaaaaaegacbaaaadaaaaaaegbcbaaaafaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaah +dcaabaaaacaaaaaaegbabaaaagaaaaaapgbpbaaaagaaaaaaefaaaaajpcaabaaa +acaaaaaaegaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaabaaaaaaakaabaaaacaaaaaaakaabaaaacaaaaaadcaaaaakiccabaaa +aaaaaaaadkaabaaaaaaaaaaaakaabaaaacaaaaaaakiacaaaaaaaaaaaajaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaa +aagabaaaadaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa +aaaaaaaaaiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa +aaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaakaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaaagiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 33 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedehhncipoipegeclahfddiemmlebdmgmpabaaaaaafmalaaaaaeaaaaaa +daaaaaaacmaeaaaafiakaaaacialaaaaebgpgodjpeadaaaapeadaaaaaaacpppp +kiadaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaadaaaaaa +aaababaaabacacaaacadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaaeaaacaa +aaaaaaaaaaacppppfbaaaaafagaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +fbaaaaafahaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaaadlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaachlabpaaaaacaaaaaaiaaeaachlabpaaaaacaaaaaaiaafaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaaiiaacaaoelaacaaoela +ahaaaaacaaaaabiaaaaappiaabaaaaacabaaahiaacaaoelaaeaaaaaeabaachia +abaaoeiaaaaaaaiaadaaoelaafaaaaadaaaaahiaaaaaaaiaacaaoelaceaaaaac 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+akaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaaadaaaaaaagaabaaa +aaaaaaaaagbjbaaaaeaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaa +egbcbaaaadaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaa +acaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaa +aceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaa +egaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa 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+acaaaaaaegbabaaaagaaaaaapgbpbaaaagaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +abaaaaaaakaabaaaacaaaaaaakaabaaaacaaaaaadcaaaaakiccabaaaaaaaaaaa +dkaabaaaaaaaaaaaakaabaaaacaaaaaaakiacaaaaaaaaaaaajaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaaadaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaa +adaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa +aiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +akaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +agiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomiaaaaaa +ahaaaaaaaiaaaaaalaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +lmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaadadaaaalmaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaalmaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +lmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahahaaaalmaaaaaaafaaaaaa +aaaaaaaaadaaaaaaagaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +SetTexture 4 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 31 ALU, 5 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R1.xyz, fragment.texcoord[1], texture[2], 2D; +TEX R2, fragment.texcoord[3], texture[4], 2D; +TXP R4.x, fragment.texcoord[4], texture[3], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MUL R3.zw, R3.xyxy, R3.xyxy; +ADD_SAT R0.w, R3.z, R3; +ADD R0.w, -R0, c[4].z; +RSQ R0.w, R0.w; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MUL R1.xyz, R1, c[0]; +RCP R3.z, R0.w; +MUL R4.yzw, R1.w, fragment.texcoord[2].xxyz; +DP3_SAT R0.w, R4.yzww, R3; +ADD R0.w, -R0, c[4].z; +MUL R3.xyz, R2, R4.x; +MUL R4.yzw, R2.w, R2.xxyz; +MUL R2.xyz, R3, c[4].y; +MUL R3.xyz, R4.yzww, c[4].x; +MIN R2.xyz, R3, R2; +POW R0.w, R0.w, c[2].x; +MUL R3.xyz, R3, R4.x; +MUL R1.xyz, R1, c[0].w; +MUL R4.yzw, R0.w, c[3].xxyz; +MAD R1.xyz, R4.yzww, c[3].w, R1; +MUL R1.xyz, R1, c[1].x; +MAX R2.xyz, R2, R3; +MAD result.color.xyz, R0, R2, R1; +MOV result.color.w, c[1].x; +END +# 31 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +SetTexture 4 [unity_Lightmap] 2D +"ps_2_0 +; 33 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c4, 8.00000000, 2.00000000, -1.00000000, 1.00000000 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xy +dcl t4 +texld r4, t0, s0 +texldp r6, t4, s3 +texld r2, t3, s4 +texld r3, t1, s2 +mul r3.xyz, r3, c0 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c4.y, c4.z +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c4.w +rsq_pp r1.x, r1.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t2 +rcp_pp r5.z, r1.x +dp3_sat r0.x, r0, r5 +add r0.x, -r0, c4.w +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r1.xyz, r3, c0.w +mul r0.xyz, r0.x, c3 +mad r0.xyz, r0, c3.w, r1 +mul_pp r1.xyz, r2.w, r2 +mul_pp r1.xyz, r1, c4.x +mul_pp r2.xyz, r2, r6.x +mul_pp r3.xyz, r1, r6.x +mul_pp r2.xyz, r2, c4.y +min_pp r1.xyz, r1, r2 +max_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1.x +mad_pp r0.xyz, r4, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 240 // 176 used size, 13 vars +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +SetTexture 4 [unity_Lightmap] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddlonkjbljkagoiglknpnhggijpipeadaabaaaaaaaiagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcoiaeaaaa +eaaaaaaadkabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaad +mcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +acaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaadaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaajaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaah +ocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaa +abaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaa +egacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaa +acaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +ajaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 240 // 176 used size, 13 vars +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +SetTexture 4 [unity_Lightmap] 2D 4 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmcfimlifkmlmflddcjkpfoghmhcnlpadabaaaaaabmajaaaaaeaaaaaa +daaaaaaaeaadaaaadaaiaaaaoiaiaaaaebgpgodjaiadaaaaaiadaaaaaaacpppp +meacaaaaeeaaaaaaabaadiaaaaaaeeaaaaaaeeaaafaaceaaaaaaeeaaadaaaaaa +aaababaaabacacaaacadadaaaeaeaeaaaaaaaiaaadaaaaaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapka +aaaaaaebaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaaplabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaiaadaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaabaaaaac +aaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaadaappla +afaaaaadabaaadiaaaaakkiaadaaoelaabaaaaacacaaadiaabaabllaecaaaaad +aaaacpiaaaaaoeiaacaioekaecaaaaadadaaapiaabaaoelaadaioekaecaaaaad +abaacpiaabaaoeiaaaaioekaecaaaaadacaacpiaacaaoeiaaeaioekaecaaaaad +aeaacpiaaaaaoelaabaioekaaeaaaaaeafaacbiaaaaappiaadaaaakaadaaffka +aeaaaaaeafaacciaaaaaffiaadaaaakaadaaffkafkaaaaaeadaadiiaafaaoeia +afaaoeiaadaakkkaacaaaaadadaaciiaadaappibadaappkaahaaaaacadaaciia +adaappiaagaaaaacafaaceiaadaappiaceaaaaacaaaaahiaacaaoelaaiaaaaad +adaabiiaaaaaoeiaafaaoeiaacaaaaadadaaciiaadaappibadaappkacaaaaaad +aeaaaiiaadaappiaabaaffkaafaaaaadaaaaahiaaeaappiaacaaoekaafaaaaad +abaaaoiaadaabliaaaaablkaafaaaaadabaaaoiaabaaoeiaaaaappkaaeaaaaae +aaaachiaaaaaoeiaacaappkaabaabliaafaaaaadaaaachiaaaaaoeiaabaaaaka +acaaaaadaaaaciiaabaaaaiaabaaaaiaafaaaaadabaacoiaacaabliaaaaappia +afaaaaadaaaaciiaacaappiaaeaaaakaafaaaaadacaachiaacaaoeiaaaaappia +akaaaaadadaachiaabaabliaacaaoeiaafaaaaadabaachiaabaaaaiaacaaoeia +alaaaaadacaachiaadaaoeiaabaaoeiaaeaaaaaeaaaachiaaeaaoeiaacaaoeia +aaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaa +fdeieefcoiaeaaaaeaaaaaaadkabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaa +acaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaad +lcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +ajaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaadaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +ajaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaadaaaaaaaagabaaa +aaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaa +aeaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaa +abaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaa +agaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaa +abaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaajaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaaeaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 59 ALU, 6 TEX +PARAM c[10] = { program.local[0..5], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEMP R6; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R4, fragment.texcoord[3], texture[5], 2D; +TEX R1.xyz, fragment.texcoord[1], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R6.x, fragment.texcoord[4], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +MAD R2.xy, R2.wyzw, c[6].x, -c[6].y; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R2.z, R2, R2.w; +MUL R4.xyz, R4.w, R4; +MUL R5.xyz, R4, c[6].z; +MUL R4.xyz, R5.y, c[8]; +MAD R4.xyz, R5.x, c[9], R4; +MAD R4.xyz, R5.z, c[7], R4; +DP3 R1.w, R4, R4; +RSQ R1.w, R1.w; +MUL R4.xyz, R1.w, R4; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MAD R4.xyz, fragment.texcoord[2], R1.w, R4; +DP3 R1.w, R4, R4; +RSQ R1.w, R1.w; +MUL R4.xyz, R1.w, R4; +ADD R2.z, -R2, c[6].y; +RSQ R2.z, R2.z; +RCP R2.z, R2.z; +MOV R1.w, c[7]; +MUL R1.xyz, R1, c[2]; +DP3_SAT R6.w, R2, c[7]; +DP3_SAT R6.y, R2, c[9]; +DP3_SAT R6.z, R2, c[8]; +DP3 R2.w, R6.yzww, R5; +MUL R5.xyz, R3.w, R3; +MUL R5.xyz, R5, R2.w; +MUL R3.xyz, R3, R6.x; +DP3 R2.w, R2, R4; +MUL R5.xyz, R5, c[6].z; +MUL R6.yzw, R3.xxyz, c[6].x; +MUL R3.xyz, R5, R6.x; +MIN R6.xyz, R5, R6.yzww; +MUL R4.xyz, R5, c[0]; +MUL R5.xyz, R0.w, R4; +MAX R2.w, R2, c[6]; +MUL R1.w, R1, c[1].x; +POW R1.w, R2.w, R1.w; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +MUL R4.xyz, R2.w, fragment.texcoord[2]; +DP3_SAT R0.w, R4, R2; +ADD R0.w, -R0, c[6].y; +POW R0.w, R0.w, c[4].x; +MAX R3.xyz, R6, R3; +MUL R5.xyz, R5, R1.w; +MAD R0.xyz, R0, R3, R5; +MUL R1.xyz, R1, c[2].w; +MUL R2.xyz, R0.w, c[5]; +MAD R1.xyz, R2, c[5].w, R1; +MAD result.color.xyz, R1, c[3].x, R0; +MOV result.color.w, c[3].x; +END +# 59 instructions, 7 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_ShadowMapTexture] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"ps_2_0 +; 62 ALU, 6 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +dcl_2d s5 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c9, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3.xy +dcl t4 +texldp r3, t4, s3 +texld r1, t1, s2 +texld r2, t0, s0 +texld r4, t3, s4 +texld r5, t3, s5 +mul_pp r5.xyz, r5.w, r5 +mul_pp r5.xyz, r5, c6.w +mul r6.xyz, r5.y, c8 +mad r6.xyz, r5.x, c9, r6 +mul r1.xyz, r1, c2 +mad r6.xyz, r5.z, c7, r6 +mov r0.y, t0.w +mov r0.x, t0.z +mul r1.xyz, r1, c2.w +texld r0, r0, s1 +dp3 r0.x, r6, r6 +rsq r0.x, r0.x +mul r6.xyz, r0.x, r6 +mov r0.x, r0.w +mad_pp r8.xy, r0, c6.x, c6.y +dp3_pp r0.x, t2, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t2, r0.x, r6 +mul_pp r7.xy, r8, r8 +add_pp_sat r6.x, r7, r7.y +dp3_pp r7.x, r0, r0 +rsq_pp r7.x, r7.x +add_pp r6.x, -r6, c6.z +rsq_pp r6.x, r6.x +rcp_pp r8.z, r6.x +mul_pp r0.xyz, r7.x, r0 +dp3_pp r0.x, r8, r0 +mov_pp r6.x, c1 +max_pp r0.x, r0, c7.w +mul_pp r6.x, c8.w, r6 +pow r7.x, r0.x, r6.x +dp3_pp_sat r0.z, r8, c7 +dp3_pp_sat r0.y, r8, c8 +dp3_pp_sat r0.x, r8, c9 +dp3_pp r0.x, r0, r5 +mul_pp r5.xyz, r4.w, r4 +mul_pp r0.xyz, r5, r0.x +mul_pp r4.xyz, r4, r3.x +mul_pp r0.xyz, r0, c6.w +mul_pp r4.xyz, r4, c6.x +dp3 r5.x, t2, t2 +rsq r5.x, r5.x +mul r5.xyz, r5.x, t2 +min_pp r4.xyz, r0, r4 +mul_pp r3.xyz, r0, r3.x +mul_pp r0.xyz, r0, c0 +max_pp r3.xyz, r4, r3 +mov r4.x, r7.x +mul_pp r0.xyz, r2.w, r0 +mul r0.xyz, r0, r4.x +dp3_sat r5.x, r5, r8 +mad_pp r0.xyz, r2, r3, r0 +add r4.x, -r5, c6.z +pow_pp r2.w, r4.x, c4.x +mul r2.xyz, r2.w, c5 +mad r1.xyz, r2, c5.w, r1 +mov_pp r0.w, c3.x +mad_pp r0.xyz, r1, c3.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 240 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 60 instructions, 5 temp regs, 0 temp arrays: +// ALU 45 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddhdddgphnapidjnimpjcomedmladckgbabaaaaaafeajaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcdeaiaaaa +eaaaaaaaanacaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +fibiaaaeaahabaaaaeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaaogbkbaaa +acaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaacaaaaaa +eghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaaaaaaaaaefaaaaajpcaabaaaadaaaaaaogbkbaaaabaaaaaaeghobaaa 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+hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaddaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadeaaaaahhcaabaaaaaaaaaaa +egacbaaaaeaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaaeaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaaeaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaaeaaaaaadiaaaaakhcaabaaaaeaaaaaafgafbaaaacaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamlcaabaaaacaaaaaa +agaabaaaacaaaaaaaceaaaaaolaffbdpaaaaaaaaaaaaaaaadkmnbddpegaibaaa +aeaaaaaadcaaaaamhcaabaaaacaaaaaakgakbaaaacaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegadbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +eeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaaaeaaaaaa +pgapbaaaabaaaaaaegbcbaaaadaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaaaaaaaaaegacbaaaaeaaaaaabacaaaahicaabaaaaaaaaaaa +egacbaaaaeaaaaaaegacbaaaadaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaabkiacaaaaaaaaaaa +ajaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaa +aeaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaakaaaaaabaaaaaahicaabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa +acaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaadaaaaaaegacbaaaacaaaaaa +deaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaabaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaaaaaaaaaadkaabaaa +aaaaaaaadkaabaaaabaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaa +aagabaaaadaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaaeaaaaaapgipcaaa +aaaaaaaaakaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaaagiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaajaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 240 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_Emissive] 2D 3 +SetTexture 3 [_ShadowMapTexture] 2D 0 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 60 instructions, 5 temp regs, 0 temp arrays: +// ALU 45 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednhfdknampidamjiajplbdpdmgohgpndcabaaaaaaciaoaaaaaeaaaaaa +daaaaaaaaaafaaaadmanaaaapeanaaaaebgpgodjmiaeaaaamiaeaaaaaaacpppp +heaeaaaafeaaaaaaacaadmaaaaaafeaaaaaafeaaagaaceaaaaaafeaaadaaaaaa +aaababaaabacacaaacadadaaaeaeaeaaafafafaaaaaaacaaabaaaaaaaaaaaaaa +aaaaahaaaeaaabaaaaaaaaaaaaacppppfbaaaaafafaaapkaaaaaaaeaaaaaialp +aaaaaaaaaaaaiadpfbaaaaafagaaapkaomafnblopdaedfdpdkmnbddpaaaaaaed +fbaaaaafahaaapkaolafnblopdaedflpdkmnbddpaaaaaaaafbaaaaafaiaaapka +aaaaaaebdkmnbddpaaaaaaaaolaffbdpbpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaaplabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja 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+acaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaaeaaaaaabacaaaah +icaabaaaaaaaaaaaegacbaaaaeaaaaaaegacbaaaadaaaaaaaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaa +bkiacaaaaaaaaaaaajaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaaihcaabaaaaeaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaakaaaaaa +baaaaaahicaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaadaaaaaa +egacbaaaacaaaaaadeaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaa +abaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaadkaabaaaabaaaaaabjaaaaaficaabaaaaaaaaaaa +dkaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaa +eghobaaaacaaaaaaaagabaaaadaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaa +aeaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaajaaaaaadoaaaaabejfdeheo +laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaacaaaaaaamamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 26 to 35 +// d3d9 - ALU: 29 to 38 +// d3d11 - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 37 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpnepbfppffojfeeloibpkcdjniinmlejabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefciiafaaaaeaaaabaa +gcabaaaafjaaaaaeegiocaaaaaaaaaaaanaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaamaaaaaa +kgiocaaaaaaaaaaaamaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaa +aaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +pgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +adaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +aaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_23; + atten_23 = texture2D (_LightTexture0, vec2(tmpvar_22)).w; + lowp vec4 c_24; + highp float nh_25; + lowp float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_25 = tmpvar_27; + mediump float arg1_28; + arg1_28 = (_Shininess * 128.0); + highp float tmpvar_29; + tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8); + highp vec3 tmpvar_30; + tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0)); + c_24.xyz = tmpvar_30; + highp float tmpvar_31; + tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23)); + c_24.w = tmpvar_31; + c_1.xyz = c_24.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_23; + atten_23 = texture2D (_LightTexture0, vec2(tmpvar_22)).w; + lowp vec4 c_24; + highp float nh_25; + lowp float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_25 = tmpvar_27; + mediump float arg1_28; + arg1_28 = (_Shininess * 128.0); + highp float tmpvar_29; + tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8); + highp vec3 tmpvar_30; + tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0)); + c_24.xyz = tmpvar_30; + highp float tmpvar_31; + tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23)); + c_24.w = tmpvar_31; + c_1.xyz = c_24.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 400 +#line 424 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 440 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 400 +#line 424 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 400 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 404 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 408 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 412 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 442 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 444 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 448 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 452 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + #line 456 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [_MainTex_ST] +Vector 13 [_BumpMap_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[14] = { { 1 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[10]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[7]; +DP4 R3.y, R0, c[6]; +DP4 R3.x, R0, c[5]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[13].xyxy, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[12], c[12].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 26 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +Vector 12 [_BumpMap_ST] +"vs_2_0 +; 29 ALU +def c13, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c13.x +mov r0.xyz, c8 +dp4 r1.z, r0, c6 +dp4 r1.y, r0, c5 +dp4 r1.x, r0, c4 +mad r3.xyz, r1, c10.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c6 +dp4 r4.z, c9, r0 +mov r0, c5 +mov r1, c4 +dp4 r4.y, c9, r0 +dp4 r4.x, c9, r1 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +mad oT0.zw, v3.xyxy, c12.xyxy, c12 +mad oT0.xy, v3, c11, c11.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedljdpejaiijdhefcfokcoiklkogejamhdabaaaaaakeafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caaeaaaaeaaaabaaaiabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaae +egiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa +abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaaiaaaaaakgiocaaa +aaaaaaaaaiaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +adaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_8); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * 2.0); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_9 + ((_LightColor0.w * _SpecColor.w) * tmpvar_26)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_8); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * 2.0); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_9 + ((_LightColor0.w * _SpecColor.w) * tmpvar_26)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedoneonohnmammhliflngbodgicldgfhcgabaaaaaaeaaiaaaaaeaaaaaa +daaaaaaamiacaaaapaagaaaaliahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaahaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +adaaaaaaaeaaafaaaaaaaaaaadaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoeka +abaaookaaeaaaaaeaaaaamoaadaaeejaacaaeekaacaaoekaabaaaaacaaaaapia +aeaaoekaafaaaaadabaaahiaaaaaffiaakaaoekaaeaaaaaeabaaahiaajaaoeka 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+egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 429 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 433 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 421 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 438 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 442 + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 446 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 450 + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0); + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 35 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].w, R0, c[16]; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 35 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 38 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.w, r0, c15 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlpdmdpkopmoioacaapcifmjmdckhdlimabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefciiafaaaaeaaaabaa +gcabaaaafjaaaaaeegiocaaaaaaaaaaaanaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaamaaaaaa +kgiocaaaaaaaaaaaamaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaa +aaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +pgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +adaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaafgafbaaaaaaaaaaaegiocaaa +aaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaadaaaaaa +agaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaa +aaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpccabaaa +aeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaobaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp vec2 P_22; + P_22 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_23; + tmpvar_23 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_24; + atten_24 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_22).w) * texture2D (_LightTextureB0, vec2(tmpvar_23)).w); + lowp vec4 c_25; + highp float nh_26; + lowp float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_26 = tmpvar_28; + mediump float arg1_29; + arg1_29 = (_Shininess * 128.0); + highp float tmpvar_30; + tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_8); + highp vec3 tmpvar_31; + tmpvar_31 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (atten_24 * 2.0)); + c_25.xyz = tmpvar_31; + highp float tmpvar_32; + tmpvar_32 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * atten_24)); + c_25.w = tmpvar_32; + c_1.xyz = c_25.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp vec2 P_22; + P_22 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_23; + tmpvar_23 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_24; + atten_24 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_22).w) * texture2D (_LightTextureB0, vec2(tmpvar_23)).w); + lowp vec4 c_25; + highp float nh_26; + lowp float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_28; + tmpvar_28 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_26 = tmpvar_28; + mediump float arg1_29; + arg1_29 = (_Shininess * 128.0); + highp float tmpvar_30; + tmpvar_30 = (pow (nh_26, arg1_29) * tmpvar_8); + highp vec3 tmpvar_31; + tmpvar_31 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_27) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_30)) * (atten_24 * 2.0)); + c_25.xyz = tmpvar_31; + highp float tmpvar_32; + tmpvar_32 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_30) * atten_24)); + c_25.w = tmpvar_32; + c_1.xyz = c_25.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 401 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 424 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 397 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 441 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 445 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + #line 449 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 401 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 424 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 397 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 417 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 421 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 451 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 453 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 457 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 461 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + #line 465 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 37 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpnepbfppffojfeeloibpkcdjniinmlejabaaaaaaceahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefciiafaaaaeaaaabaa +gcabaaaafjaaaaaeegiocaaaaaaaaaaaanaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaa +dcaaaaalmccabaaaabaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaamaaaaaa +kgiocaaaaaaaaaaaamaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaa +aaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaa +pgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +adaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +aaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_23; + atten_23 = (texture2D (_LightTextureB0, vec2(tmpvar_22)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_24; + highp float nh_25; + lowp float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_25 = tmpvar_27; + mediump float arg1_28; + arg1_28 = (_Shininess * 128.0); + highp float tmpvar_29; + tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8); + highp vec3 tmpvar_30; + tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0)); + c_24.xyz = tmpvar_30; + highp float tmpvar_31; + tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23)); + c_24.w = tmpvar_31; + c_1.xyz = c_24.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + mediump vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_23; + atten_23 = (texture2D (_LightTextureB0, vec2(tmpvar_22)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_24; + highp float nh_25; + lowp float tmpvar_26; + tmpvar_26 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_27; + tmpvar_27 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_25 = tmpvar_27; + mediump float arg1_28; + arg1_28 = (_Shininess * 128.0); + highp float tmpvar_29; + tmpvar_29 = (pow (nh_25, arg1_28) * tmpvar_8); + highp vec3 tmpvar_30; + tmpvar_30 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_26) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_29)) * (atten_23 * 2.0)); + c_24.xyz = tmpvar_30; + highp float tmpvar_31; + tmpvar_31 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_29) * atten_23)); + c_24.w = tmpvar_31; + c_1.xyz = c_24.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 34 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcgeobianjoejklblcgedjidbbglhahblabaaaaaahiakaaaaaeaaaaaa +daaaaaaaiaadaaaabaajaaaaniajaaaaebgpgodjeiadaaaaeiadaaaaaaacpopp +niacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaalaaacaaafaaaaaaaaaaabaaaeaaabaaahaaaaaaaaaa +acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia 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+aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 393 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 392 +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + #line 429 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 433 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 437 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 441 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 393 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 416 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +#line 388 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 392 +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 409 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 413 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 449 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 453 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + #line 457 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +Vector 21 [_BumpMap_ST] +"!!ARBvp1.0 +# 32 ALU +PARAM c[22] = { { 1 }, + state.matrix.mvp, + program.local[5..21] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.y, R0, c[10]; +DP4 R3.x, R0, c[9]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[21].xyxy, c[21]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 32 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +Vector 20 [_BumpMap_ST] +"vs_2_0 +; 35 ALU +def c21, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c21.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.zw, v3.xyxy, c20.xyxy, c20 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedfhkfbcjengghcaldoepalghfpijbpcakabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaanaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa 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+egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +dcaabaaaabaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaak +dcaabaaaaaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaa +abaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegaabaaaaaaaaaaadcaaaaakdccabaaaaeaaaaaaegiacaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegaabaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 tmpvar_14; + tmpvar_14 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_11 = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_21; + atten_21 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_8); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + mediump vec3 tmpvar_4; + mediump vec3 tmpvar_5; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_6 = tmpvar_1.xyz; + tmpvar_7 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_8; + tmpvar_8[0].x = tmpvar_6.x; + tmpvar_8[0].y = tmpvar_7.x; + tmpvar_8[0].z = tmpvar_2.x; + tmpvar_8[1].x = tmpvar_6.y; + tmpvar_8[1].y = tmpvar_7.y; + tmpvar_8[1].z = tmpvar_2.y; + tmpvar_8[2].x = tmpvar_6.z; + tmpvar_8[2].y = tmpvar_7.z; + tmpvar_8[2].z = tmpvar_2.z; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_9; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_5 = tmpvar_11; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = tmpvar_4; + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp vec3 tmpvar_7; + lowp float tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec3 normal_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + lowp vec3 normal_14; + normal_14.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_14.z = sqrt((1.0 - clamp (dot (normal_14.xy, normal_14.xy), 0.0, 1.0))); + normal_11 = normal_14; + highp float tmpvar_15; + tmpvar_15 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_11), 0.0, 1.0)); + rim_10 = tmpvar_15; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_17; + tmpvar_17 = (((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w) + ((tmpvar_16.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_18; + tmpvar_18 = color_12.xyz; + tmpvar_5 = tmpvar_18; + tmpvar_7 = tmpvar_17; + highp float tmpvar_19; + tmpvar_19 = color_12.w; + tmpvar_8 = tmpvar_19; + tmpvar_6 = normal_11; + highp vec3 tmpvar_20; + tmpvar_20 = (tmpvar_7 * _Opacity); + tmpvar_7 = tmpvar_20; + tmpvar_9 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_21; + atten_21 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, dot (tmpvar_6, lightDir_2)); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, dot (tmpvar_6, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))))); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_8); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_9 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +Vector 192 [_BumpMap_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedenefkodbneafdihnmndbdlaedpjenfoaabaaaaaadiakaaaaaeaaaaaa +daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp +meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaalaaacaaafaaaaaaaaaaabaaaeaaabaaahaaaaaaaaaa +acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaaeaaaaaeaaaaamoaadaaeejaagaaeeka +agaaoekaabaaaaacaaaaapiaaiaaoekaafaaaaadabaaahiaaaaaffiabcaaoeka +aeaaaaaeabaaahiabbaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaappiaaaaaoeiaaiaaaaad 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 400 +#line 424 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + #line 440 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 400 +#line 424 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 400 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 404 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 408 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 412 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 442 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 444 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + SurfaceOutput o; + #line 448 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 452 + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + #line 456 + c.w = 0.0; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 30 to 41, TEX: 2 to 4 +// d3d9 - ALU: 35 to 47, TEX: 2 to 4 +// d3d11 - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 21 to 31, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 35 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R1.z, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R1.z; +MUL R2.xyz, R2.x, fragment.texcoord[1]; +MOV result.color.w, c[4].x; +TEX R2.w, R1.x, texture[2], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MAD R3.xyz, R1.w, fragment.texcoord[2], R2; +DP3 R1.w, R3, R3; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +RSQ R3.w, R1.w; +DP3 R1.w, R1, R2; +MUL R2.xyz, R3.w, R3; +DP3 R1.x, R1, R2; +MOV R3.x, c[4].w; +MUL R1.y, R3.x, c[2].x; +MAX R1.x, R1, c[4]; +POW R1.x, R1.x, R1.y; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MUL R1.xyz, R1, R1.w; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R2, c[4].y; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +END +# 35 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 40 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r1.xy, r0.x +mul_pp r2.xyz, r2, c0 +mov r0.y, t0.w +mov r0.x, t0.z +texld r6, r1, s2 +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +max_pp r1.x, r1, c3.w +mul_pp r3.xyz, r2, r1.x +mov r0.x, r5.x +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r2.xyz, c1, r2 +mul_pp r1.x, r6, c3 +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedobboebecdeoegjbepofijbdgebnbhnooabaaaaaaiiafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa 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2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 34 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedjlabmbbcnamoodbmbbdokpcdecncbiflabaaaaaahmaiaaaaaeaaaaaa +daaaaaaacaadaaaakiahaaaaeiaiaaaaebgpgodjoiacaaaaoiacaaaaaaacpppp +kaacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +aeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia +adaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkaaiaaaaadaaaaciiaacaaoelaacaaoelaahaaaaacaaaacbia +aaaappiaceaaaaacabaachiaabaaoelaaeaaaaaeaaaachiaacaaoelaaaaaaaia +abaaoeiaceaaaaacacaachiaaaaaoeiaabaaaaacaaaaabiaaaaakklaabaaaaac 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+aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa +ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa +jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +pgapbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 30 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +MOV R2.xyz, fragment.texcoord[1]; +RSQ R2.w, R2.w; +MAD R2.xyz, R2.w, fragment.texcoord[2], R2; +DP3 R1.w, R2, R2; +RSQ R1.w, R1.w; +MUL R2.xyz, R1.w, R2; +DP3 R2.x, R1, R2; +MOV R1.w, c[4]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[4].x; +POW R1.w, R1.w, R2.y; +MUL R0.w, R1, R0; +DP3 R1.w, R1, fragment.texcoord[1]; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R0.xyz, R0, c[0]; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, c[4].y; +MOV result.color.w, c[4].x; +END +# 30 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +"ps_2_0 +; 35 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3_pp r1.x, t2, t2 +rsq_pp r1.x, r1.x +mov_pp r3.xyz, t1 +mad_pp r3.xyz, r1.x, t2, r3 +mov r0.y, t0.w +mov r0.x, t0.z +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c3.z +dp3_pp r0.x, r3, r3 +rsq_pp r1.x, r1.x +rcp_pp r4.z, r1.x +rsq_pp r0.x, r0.x +mul_pp r1.xyz, r0.x, r3 +dp3_pp r1.x, r4, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mul_pp r3.xyz, r2, c0 +dp3_pp r1.x, r4, t1 +max_pp r1.x, r1, c3.w +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r1.xyz, r3, r1.x +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r1 +mul r0.xyz, r0, c3.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 144 // 52 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedokdcefmnhbllipngdpkalfbknmjkhpoiabaaaaaakaaeaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaadaaaaeaaaaaaaomaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaak +dcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaa +aaaaaaaaigadbaaaaaaaaaaaaaaaaaahhccabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 144 // 52 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +// 28 instructions, 3 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbngfidfkjloidbadllidibeakpnddapiabaaaaaadaahaaaaaeaaaaaa +daaaaaaalmacaaaaheagaaaapmagaaaaebgpgodjieacaaaaieacaaaaaaacpppp +emacaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaabaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaea +aaaaialpaaaaaaaaaaaaiadpfbaaaaafaeaaapkaaaaaaaedaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaac +aaaaaaiaacaachlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +aiaaaaadaaaaciiaacaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaabaaaaac +abaaahiaacaaoelaaeaaaaaeaaaachiaabaaoeiaaaaaaaiaabaaoelaceaaaaac +abaachiaaaaaoeiaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaappla +ecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaacpiaaaaaoelaaaaioeka +aeaaaaaeadaacbiaaaaappiaadaaaakaadaaffkaaeaaaaaeadaacciaaaaaffia +adaaaakaadaaffkafkaaaaaeabaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaad +abaaciiaabaappibadaappkaahaaaaacabaaciiaabaappiaagaaaaacadaaceia +abaappiaaiaaaaadadaaciiaadaaoeiaabaaoeiaaiaaaaadaaaacbiaadaaoeia +abaaoelaalaaaaadabaacbiaaaaaaaiaadaakkkaalaaaaadaaaaabiaadaappia +adaakkkaabaaaaacadaaabiaacaaaakaafaaaaadaaaaaciaadaaaaiaaeaaaaka +caaaaaadabaaaciaaaaaaaiaaaaaffiaafaaaaadacaaaiiaacaappiaabaaffia +afaaaaadaaaachiaacaaoeiaaaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaad +abaaaoiaacaabliaabaablkaafaaaaadabaaaoiaacaappiaabaaoeiaaeaaaaae +aaaaahiaaaaaoeiaabaaaaiaabaabliaacaaaaadaaaachiaaaaaoeiaaaaaoeia +abaaaaacaaaaciiaadaakkkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laadaaaaeaaaaaaaomaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaa +egbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +baaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaf +icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaa +abaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialp +aaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaa +egaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaa +aaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaa +aaaaaaahhccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 41 ALU, 4 TEX +PARAM c[6] = { program.local[0..3], + { 0, 2, 1, 128 }, + { 0.5 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2, fragment.texcoord[0], texture[0], 2D; +DP3 R0.z, fragment.texcoord[3], fragment.texcoord[3]; +RCP R0.x, fragment.texcoord[3].w; +MAD R0.xy, fragment.texcoord[3], R0.x, c[5].x; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MOV result.color.w, c[4].x; +TEX R0.w, R0, texture[2], 2D; +TEX R1.w, R0.z, texture[3], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.z, R0.x; +MUL R0.xy, R3, R3; +ADD_SAT R0.x, R0, R0.y; +ADD R3.z, -R0.x, c[4]; +DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.z, R3.z; +MUL R1.xyz, R0.z, fragment.texcoord[1]; +RSQ R0.x, R0.y; +MAD R0.xyz, R0.x, fragment.texcoord[2], R1; +DP3 R3.w, R0, R0; +RCP R3.z, R3.z; +DP3 R1.x, R3, R1; +RSQ R3.w, R3.w; +MUL R0.xyz, R3.w, R0; +DP3 R0.x, R3, R0; +MOV R1.y, c[4].w; +MUL R0.y, R1, c[2].x; +MAX R0.x, R0, c[4]; +POW R0.x, R0.x, R0.y; +MUL R2.w, R0.x, R2; +MUL R0.xyz, R2, c[0]; +MAX R1.x, R1, c[4]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +SLT R2.x, c[4], fragment.texcoord[3].z; +MUL R0.w, R2.x, R0; +MUL R0.w, R0, R1; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].y; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +SetTexture 3 [_LightTextureB0] 2D +"ps_2_0 +; 47 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0.50000000, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3 +rcp r2.x, t3.w +mad r3.xy, t3, r2.x, c4.y +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +dp3 r0.x, t3, t3 +mov r2.xy, r0.x +texld r6, r2, s3 +texld r1, r1, s1 +texld r2, t0, s0 +texld r0, r3, s2 +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +mov r0.x, r5.x +mul r0.x, r0, r2.w +mov_pp r3.xyz, c0 +max_pp r1.x, r1, c3.w +mul_pp r2.xyz, r2, c0 +mul_pp r2.xyz, r2, r1.x +cmp r1.x, -t3.z, c3.w, c3.z +mul_pp r1.x, r1, r0.w +mul_pp r1.x, r1, r6 +mul_pp r3.xyz, c1, r3 +mul_pp r1.x, r1, c3 +mad r0.xyz, r3, r0.x, r2 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 40 instructions, 3 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecednkdcbaeffoldmfjmjiimmebaodekgbkbabaaaaaagaagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfiafaaaaeaaaaaaafgabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaa +fgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaaegbcbaaa +adaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +adaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +acaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaajgahbaaa +aaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaa +agaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaadbaaaaah +icaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaa +aeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaa +eghobaaaadaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa +aaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTexture0] 2D 0 +SetTexture 3 [_LightTextureB0] 2D 1 +// 40 instructions, 3 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 1 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbokbknonmighfinkmnkkaoefmjlclcdkabaaaaaaliajaaaaaeaaaaaa +daaaaaaaieadaaaaoeaiaaaaieajaaaaebgpgodjemadaaaaemadaaaaaaacpppp +aaadaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaacaaaaaa +adababaaaaacacaaabadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +fbaaaaafaeaaapkaaaaaaadpaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaciia +acaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaceaaaaacabaachiaabaaoela +aeaaaaaeaaaachiaacaaoelaaaaaaaiaabaaoeiaceaaaaacacaachiaaaaaoeia +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacabaaaiia +adaapplaaeaaaaaeadaaadiaadaaoelaabaappiaaeaaaakaaiaaaaadabaaaiia +adaaoelaadaaoelaabaaaaacaeaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia +adaioekaecaaaaadafaacpiaaaaaoelaacaioekaecaaaaadadaacpiaadaaoeia +aaaioekaecaaaaadaeaacpiaaeaaoeiaabaioekaaeaaaaaeadaacbiaaaaappia +adaaaakaadaaffkaaeaaaaaeadaacciaaaaaffiaadaaaakaadaaffkafkaaaaae +abaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka +ahaaaaacabaaciiaabaappiaagaaaaacadaaceiaabaappiaaiaaaaadabaaciia +adaaoeiaacaaoeiaaiaaaaadaaaacbiaadaaoeiaabaaoeiaalaaaaadabaacbia +aaaaaaiaadaakkkaalaaaaadaaaaabiaabaappiaadaakkkaabaaaaacaaaaacia +aeaaffkaafaaaaadaaaaaciaaaaaffiaacaaaakacaaaaaadabaaaciaaaaaaaia +aaaaffiaafaaaaadafaaaiiaafaappiaabaaffiaafaaaaadaaaachiaafaaoeia +aaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaadabaaaoiaacaabliaabaablka +afaaaaadabaaaoiaafaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaabaaaaia +abaabliaafaaaaadaaaaciiaadaappiaaeaaaaiafiaaaaaeaaaaciiaadaakklb +adaakkkaaaaappiaacaaaaadaaaaaiiaaaaappiaaaaappiaafaaaaadaaaachia +aaaappiaaaaaoeiaabaaaaacaaaaaiiaadaakkkaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcfiafaaaaeaaaaaaafgabaaaafjaaaaaeegiocaaaaaaaaaaa +aiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaad +aagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaadaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaa +ddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +acaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaa +jgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaa +egaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa +dbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaa +aaaaaaaadkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaa +abaaaaaaeghobaaaadaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaa +pgapbaaaaaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 37 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[3], texture[3], CUBE; +DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; +MAD R3.xy, R3.wyzw, c[4].y, -c[4].z; +MOV result.color.w, c[4].x; +TEX R0.w, R0.x, texture[2], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.z, R0.x; +MUL R0.xy, R3, R3; +ADD_SAT R0.x, R0, R0.y; +ADD R3.z, -R0.x, c[4]; +DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.z, R3.z; +MUL R0.w, R0, R1; +MUL R1.xyz, R0.z, fragment.texcoord[1]; +RSQ R0.x, R0.y; +MAD R0.xyz, R0.x, fragment.texcoord[2], R1; +DP3 R3.w, R0, R0; +RCP R3.z, R3.z; +DP3 R1.x, R3, R1; +RSQ R3.w, R3.w; +MUL R0.xyz, R3.w, R0; +DP3 R0.x, R3, R0; +MOV R1.y, c[4].w; +MUL R0.y, R1, c[2].x; +MAX R0.x, R0, c[4]; +POW R0.x, R0.x, R0.y; +MUL R2.w, R0.x, R2; +MUL R0.xyz, R2, c[0]; +MAX R1.x, R1, c[4]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].y; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 37 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTextureB0] 2D +SetTexture 3 [_LightTexture0] CUBE +"ps_2_0 +; 42 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_cube s3 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mov r1.y, t0.w +mov r1.x, t0.z +mul_pp r2.xyz, r2, c0 +texld r6, r0, s2 +texld r1, r1, s1 +texld r0, t3, s3 +dp3_pp r1.x, t1, t1 +rsq_pp r3.x, r1.x +dp3_pp r1.x, t2, t2 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r4.xy, r0, c3.x, c3.y +mul_pp r0.xy, r4, r4 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r4.z, r0.x +mov_pp r0.x, c2 +mul_pp r3.xyz, r3.x, t1 +rsq_pp r1.x, r1.x +mad_pp r5.xyz, r1.x, t2, r3 +dp3_pp r1.x, r5, r5 +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r5 +dp3_pp r1.x, r4, r1 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r5.x, r1.x, r0.x +dp3_pp r1.x, r4, r3 +max_pp r1.x, r1, c3.w +mov r0.x, r5.x +mul r0.x, r0, r2.w +mov_pp r3.xyz, c0 +mul_pp r2.xyz, r2, r1.x +mul r1.x, r6, r0.w +mul_pp r3.xyz, c1, r3 +mul_pp r1.x, r1, c3 +mad r0.xyz, r3, r0.x, r2 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedncdioebnoondeekcfcckgcmenfbbdfjfabaaaaaamiafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcmaaeaaaaeaaaaaaadaabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fidaaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaa +fgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaabaaaaaaegbcbaaa +adaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaa +egacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +adaaaaaadcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahbcaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +acaaaaaaakaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaacaaaaaajgahbaaa +aaaaaaaadeaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaa +agaabaaaaaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaapgapbaaa +aaaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +egbcbaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaagaabaaaabaaaaaapgapbaaaacaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_BumpMap] 2D 3 +SetTexture 2 [_LightTextureB0] 2D 1 +SetTexture 3 [_LightTexture0] CUBE 0 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednnfbencmdbcbmhnjkkaoakbmgakiagejabaaaaaaomaiaaaaaeaaaaaa +daaaaaaafaadaaaabiaiaaaaliaiaaaaebgpgodjbiadaaaabiadaaaaaaacpppp +mmacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaadaaaaaa +acababaaaaacacaaabadadaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +fbaaaaafaeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajiaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaciia +acaaoelaacaaoelaahaaaaacaaaacbiaaaaappiaceaaaaacabaachiaabaaoela +aeaaaaaeaaaachiaacaaoelaaaaaaaiaabaaoeiaceaaaaacacaachiaaaaaoeia +abaaaaacaaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaaiaaaaadabaaaiia +adaaoelaadaaoelaabaaaaacadaaadiaabaappiaecaaaaadaaaacpiaaaaaoeia +adaioekaecaaaaadaeaacpiaaaaaoelaacaioekaecaaaaadadaaapiaadaaoeia +abaioekaecaaaaadafaaapiaadaaoelaaaaioekaaeaaaaaeafaacbiaaaaappia +adaaaakaadaaffkaaeaaaaaeafaacciaaaaaffiaadaaaakaadaaffkafkaaaaae +abaadiiaafaaoeiaafaaoeiaadaakkkaacaaaaadabaaciiaabaappibadaappka +ahaaaaacabaaciiaabaappiaagaaaaacafaaceiaabaappiaaiaaaaadabaaciia +afaaoeiaacaaoeiaaiaaaaadaaaacbiaafaaoeiaabaaoeiaalaaaaadabaacbia 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+eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaa +dcaaaaajhcaabaaaabaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaabaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaadaaaaaadcaaaaapdcaabaaaacaaaaaa +hgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahbcaabaaaaaaaaaaaegaabaaa +acaaaaaaegaabaaaacaaaaaaddaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaaakaabaaaaaaaaaaabaaaaaah +bcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaabaaaaaahccaabaaa +aaaaaaaaegacbaaaacaaaaaajgahbaaaaaaaaaaadeaaaaakdcaabaaaaaaaaaaa +egaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaaaaaaaaaaigadbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaaeaaaaaaeghobaaaadaaaaaa +aagabaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaagaabaaaabaaaaaapgapbaaa +acaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 2, 1, 128 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.w, fragment.texcoord[3], texture[2], 2D; +MAD R1.xy, R1.wyzw, c[4].y, -c[4].z; +MUL R1.zw, R1.xyxy, R1.xyxy; +ADD_SAT R1.z, R1, R1.w; +DP3 R3.x, fragment.texcoord[2], fragment.texcoord[2]; +ADD R1.z, -R1, c[4]; +RSQ R1.z, R1.z; +RCP R1.z, R1.z; +MOV R2.xyz, fragment.texcoord[1]; +RSQ R3.x, R3.x; +MAD R2.xyz, R3.x, fragment.texcoord[2], R2; +DP3 R1.w, R2, R2; +RSQ R1.w, R1.w; +MUL R2.xyz, R1.w, R2; +DP3 R2.x, R1, R2; +MOV R1.w, c[4]; +MUL R2.y, R1.w, c[2].x; +MAX R1.w, R2.x, c[4].x; +POW R1.w, R1.w, R2.y; +MUL R0.w, R1, R0; +DP3 R1.w, R1, fragment.texcoord[1]; +MUL R1.xyz, R0, c[0]; +MAX R1.w, R1, c[4].x; +MUL R1.xyz, R1, R1.w; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R2, c[4].y; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +MOV result.color.w, c[4].x; +END +# 32 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_LightTexture0] 2D +"ps_2_0 +; 38 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 2.00000000, -1.00000000, 1.00000000, 0.00000000 +def c4, 128.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xy +texld r2, t0, s0 +mov r0.y, t0.w +mov r0.x, t0.z +mov r1.xy, r0 +mul_pp r2.xyz, r2, c0 +mov_pp r4.xyz, t1 +texld r1, r1, s1 +texld r0, t3, s2 +dp3_pp r1.x, t2, t2 +rsq_pp r1.x, r1.x +mad_pp r4.xyz, r1.x, t2, r4 +dp3_pp r1.x, r4, r4 +mov r0.y, r1 +mov r0.x, r1.w +mad_pp r3.xy, r0, c3.x, c3.y +mul_pp r0.xy, r3, r3 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c3.z +rsq_pp r0.x, r0.x +rcp_pp r3.z, r0.x +rsq_pp r1.x, r1.x +mul_pp r1.xyz, r1.x, r4 +dp3_pp r1.x, r3, r1 +mov_pp r0.x, c2 +mul_pp r0.x, c4, r0 +max_pp r1.x, r1, c3.w +pow r4.x, r1.x, r0.x +dp3_pp r1.x, r3, t1 +max_pp r1.x, r1, c3.w +mul_pp r3.xyz, r2, r1.x +mov r0.x, r4.x +mul r0.x, r0, r2.w +mul_pp r1.x, r0.w, c3 +mov_pp r2.xyz, c0 +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp r0.w, c3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmmkndjfmaoljecgfefcfhdamgopfcbplabaaaaaacaafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcbiaeaaaaeaaaaaaaagabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaaddcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaa +aaaaaaaaegbcbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap +dcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaa +aaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaa +aaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaadeaaaaak +dcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +aaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaafgafbaaa +aaaaaaaaigadbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa +eghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 208 // 116 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_BumpMap] 2D 2 +SetTexture 2 [_LightTexture0] 2D 0 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddlfeckchipmpoemikhafomekaclcmgfnabaaaaaapiahaaaaaeaaaaaa +daaaaaaaaeadaaaaceahaaaameahaaaaebgpgodjmmacaaaammacaaaaaaacpppp +ieacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaaf +aeaaapkaaaaaaaedaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaia +adaaadlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkaaiaaaaadaaaaciiaacaaoelaacaaoelaahaaaaacaaaacbia +aaaappiaabaaaaacabaaahiaacaaoelaaeaaaaaeaaaachiaabaaoeiaaaaaaaia +abaaoelaceaaaaacabaachiaaaaaoeiaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadacaacpia +aaaaoelaabaioekaecaaaaadadaacpiaadaaoelaaaaioekaaeaaaaaeadaacbia +aaaappiaadaaaakaadaaffkaaeaaaaaeadaacciaaaaaffiaadaaaakaadaaffka +fkaaaaaeabaadiiaadaaoeiaadaaoeiaadaakkkaacaaaaadabaaciiaabaappib 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+bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaa +dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea +aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah +icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa +dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa +dkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegbcbaaaacaaaaaa +deaaaaakdcaabaaaaaaaaaaaegaabaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +ecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaa +aaaaaaaaagajbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaa +fgafbaaaaaaaaaaaigadbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaa +aaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 21 to 21 +// d3d9 - ALU: 22 to 22 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +Vector 10 [_BumpMap_ST] +"!!ARBvp1.0 +# 21 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[3].xyz, R0, c[9].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +Vector 9 [_BumpMap_ST] +"vs_2_0 +; 22 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT2.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT3.xyz, r0, c8.w +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhploepobnmbpacdgkjoeellillkeopffabaaaaaajiafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcpmadaaaaeaaaabaa +ppaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +abaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaabaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaabaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +adaaaaaaegacbaaaacaaaaaapgipcaaaabaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaabaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +abaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaabaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + lowp vec3 tmpvar_9; + tmpvar_9 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); + normal_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + tmpvar_6 = tmpvar_12; + tmpvar_5 = normal_8; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD1, tmpvar_5); + worldN_2.x = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, tmpvar_5); + worldN_2.y = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = dot (xlv_TEXCOORD3, tmpvar_5); + worldN_2.z = tmpvar_16; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + xlv_TEXCOORD1 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD3 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + mediump float rim_7; + highp vec3 normal_8; + lowp vec3 normal_9; + normal_9.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0).wy * 2.0) - 1.0); + normal_9.z = sqrt((1.0 - clamp (dot (normal_9.xy, normal_9.xy), 0.0, 1.0))); + normal_8 = normal_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (dot (normalize(tmpvar_4), normal_8), 0.0, 1.0)); + rim_7 = tmpvar_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_12; + tmpvar_12 = (((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w) + ((tmpvar_11.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + tmpvar_6 = tmpvar_12; + tmpvar_5 = normal_8; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = dot (xlv_TEXCOORD1, tmpvar_5); + worldN_2.x = tmpvar_14; + highp float tmpvar_15; + tmpvar_15 = dot (xlv_TEXCOORD2, tmpvar_5); + worldN_2.y = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = dot (xlv_TEXCOORD3, tmpvar_5); + worldN_2.z = tmpvar_16; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 112 [_BumpMap_ST] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 30 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedajaihlfphpphjaocggaadjhcpfimeecmabaaaaaacaaiaaaaaeaaaaaa +daaaaaaaleacaaaaliagaaaaiaahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +ceacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa +abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaadaaagaaaaaaaaaa +abaabeaaabaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaahia 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+aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaaeaaaaaa +egacbaaaaaaaaaaapgipcaaaabaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _BumpMap_ST; +#line 435 +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 426 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 430 + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD3 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _BumpMap_ST; +#line 435 +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_BumpMap = IN.pack0.xy; + #line 439 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 443 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 worldN; + #line 447 + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + o.Normal = worldN; + #line 451 + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + return res; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD2); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 12 to 12, TEX: 1 to 1 +// d3d9 - ALU: 13 to 13, TEX: 1 to 1 +// d3d11 - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 7, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_Shininess] +SetTexture 0 [_BumpMap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 1 TEX +PARAM c[2] = { program.local[0], + { 2, 1, 0.5 } }; +TEMP R0; +TEMP R1; +TEX R0.yw, fragment.texcoord[0], texture[0], 2D; +MAD R0.xy, R0.wyzw, c[1].x, -c[1].y; +MUL R0.zw, R0.xyxy, R0.xyxy; +ADD_SAT R0.z, R0, R0.w; +ADD R0.z, -R0, c[1].y; +RSQ R0.z, R0.z; +RCP R0.z, R0.z; +DP3 R1.z, fragment.texcoord[3], R0; +DP3 R1.x, R0, fragment.texcoord[1]; +DP3 R1.y, R0, fragment.texcoord[2]; +MAD result.color.xyz, R1, c[1].z, c[1].z; +MOV result.color.w, c[0].x; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_Shininess] +SetTexture 0 [_BumpMap] 2D +"ps_2_0 +; 13 ALU, 1 TEX +dcl_2d s0 +def c1, 2.00000000, -1.00000000, 1.00000000, 0.50000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r0, t0, s0 +mov r0.x, r0.w +mad_pp r1.xy, r0, c1.x, c1.y +mul_pp r0.xy, r1, r1 +add_pp_sat r0.x, r0, r0.y +add_pp r0.x, -r0, c1.z +rsq_pp r0.x, r0.x +rcp_pp r1.z, r0.x +dp3 r0.z, t3, r1 +dp3 r0.x, r1, t1 +dp3 r0.y, r1, t2 +mad_pp r0.xyz, r0, c1.w, c1.w +mov_pp r0.w, c0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 128 // 52 used size, 9 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcflobomdkelokclaimmkeiedeiinpnknabaaaaaapiacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcpaabaaaaeaaaaaaahmaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadcaaaaapdcaabaaaaaaaaaaahgapbaaaaaaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaaaaaaaaaegaabaaaaaaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +aaaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaaacaaaaaa +egacbaaaaaaaaaaabaaaaaahccaabaaaabaaaaaaegbcbaaaadaaaaaaegacbaaa +aaaaaaaabaaaaaahecaabaaaabaaaaaaegbcbaaaaeaaaaaaegacbaaaaaaaaaaa +dcaaaaaphccabaaaaaaaaaaaegacbaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 128 // 52 used size, 9 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_BumpMap] 2D 0 +// 12 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmpkphiipjfaeffbiggajbgganlemeejlabaaaaaahmaeaaaaaeaaaaaa +daaaaaaalaabaaaakiadaaaaeiaeaaaaebgpgodjhiabaaaahiabaaaaaaacpppp +eeabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaeaaaaaialp +aaaaaaaaaaaaiadpfbaaaaafacaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaahlabpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkaecaaaaad +aaaacpiaaaaaoelaaaaioekaaeaaaaaeabaacbiaaaaappiaabaaaakaabaaffka +aeaaaaaeabaacciaaaaaffiaabaaaakaabaaffkafkaaaaaeabaadiiaabaaoeia +abaaoeiaabaakkkaacaaaaadabaaciiaabaappibabaappkaahaaaaacabaaciia +abaappiaagaaaaacabaaceiaabaappiaaiaaaaadaaaacbiaabaaoelaabaaoeia +aiaaaaadaaaacciaacaaoelaabaaoeiaaiaaaaadaaaaceiaadaaoelaabaaoeia +aeaaaaaeaaaachiaaaaaoeiaacaaaakaacaaaakaabaaaaacaaaaciiaaaaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcpaabaaaaeaaaaaaahmaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaapdcaabaaaaaaaaaaa +hgapbaaaaaaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +aaaaaaaaegaabaaaaaaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaaaaaaaaadkaabaaaaaaaaaaabaaaaaah +bcaabaaaabaaaaaaegbcbaaaacaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaa +abaaaaaaegbcbaaaadaaaaaaegacbaaaaaaaaaaabaaaaaahecaabaaaabaaaaaa +egbcbaaaaeaaaaaaegacbaaaaaaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadp +aaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 26 to 43 +// d3d9 - ALU: 27 to 44 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +Vector 25 [_Emissive_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[26] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[4].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +Vector 25 [_Emissive_ST] +"vs_2_0 +; 44 ALU +def c26, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c26.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT4.xyz, r2, r3 +mov r1.w, c26.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c26.y +mul r1.y, r1, c13.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +mad oT1.xy, v3, c25, c25.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 12 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedodccicihphpoonamabpccoianmdepgkhabaaaaaalaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcpmafaaaaeaaaabaahpabaaaafjaaaaae 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+ajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +adaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaa +beaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaa +aaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaa +abeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaa +egaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaa +egaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaa +egaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaa +aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaa +acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaa +acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaa +acaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaa +aaaaaaaadcaaaaakhccabaaaafaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_15; + tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_16; + tmpvar_16 = color_10.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_5 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_10.w; + tmpvar_6 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_18; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_20.w; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4); + light_3.xyz = tmpvar_21; + lowp vec4 c_22; + lowp float spec_23; + mediump float tmpvar_24; + tmpvar_24 = (tmpvar_20.w * tmpvar_6); + spec_23 = tmpvar_24; + mediump vec3 tmpvar_25; + tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23)); + c_22.xyz = tmpvar_25; + c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w)); + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_15; + tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_16; + tmpvar_16 = color_10.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_5 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_10.w; + tmpvar_6 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_18; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_20.w; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4); + light_3.xyz = tmpvar_21; + lowp vec4 c_22; + lowp float spec_23; + mediump float tmpvar_24; + tmpvar_24 = (tmpvar_20.w * tmpvar_6); + spec_23 = tmpvar_24; + mediump vec3 tmpvar_25; + tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23)); + c_22.xyz = tmpvar_25; + c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w)); + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 12 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer 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+"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 441 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + #line 436 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec3 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 441 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 449 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 453 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 457 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + #line 461 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec3 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"!!ARBvp1.0 +# 35 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +MOV result.texcoord[3].zw, R0; +MUL result.texcoord[5].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[24], c[24].zwzw; +MAD result.texcoord[4].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[5].w, -R0.x, R0.y; +END +# 35 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"vs_2_0 +; 36 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c25.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c17.x +mad oT3.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c25.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mov oT3.zw, r0 +mul oT5.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT1.xy, v3, c24, c24.zwzw +mad oT4.xy, v4, c21, c21.zwzw +mul oT5.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 37 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpodgjemenjpojnhmmnlfaffocncnmaoaabaaaaaalmahaaaaadaaaaaa +cmaaaaaapeaaaaaameabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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"gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD5 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 tmpvar_15; + tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_12 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_18; + tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_19; + tmpvar_19 = color_13.xyz; + tmpvar_7 = tmpvar_19; + tmpvar_8 = tmpvar_18; + highp float tmpvar_20; + tmpvar_20 = color_13.w; + tmpvar_9 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_21; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_6 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_23.w; + highp float tmpvar_24; + tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz); + lmFull_4 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz); + lmIndirect_3 = tmpvar_26; + light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_27; + lowp float spec_28; + mediump float tmpvar_29; + tmpvar_29 = (tmpvar_23.w * tmpvar_9); + spec_28 = tmpvar_29; + mediump vec3 tmpvar_30; + tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28)); + c_27.xyz = tmpvar_30; + c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w)); + c_2 = c_27; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD5 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 normal_15; + normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0))); + normal_12 = normal_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_18; + tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_19; + tmpvar_19 = color_13.xyz; + tmpvar_7 = tmpvar_19; + tmpvar_8 = tmpvar_18; + highp float tmpvar_20; + tmpvar_20 = color_13.w; + tmpvar_9 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_21; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_6 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_23.w; + lowp vec4 tmpvar_24; + tmpvar_24 = texture2D (unity_Lightmap, xlv_TEXCOORD4); + lowp vec4 tmpvar_25; + tmpvar_25 = texture2D (unity_LightmapInd, xlv_TEXCOORD4); + highp float tmpvar_26; + tmpvar_26 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz); + lmFull_4 = tmpvar_27; + lowp vec3 tmpvar_28; + tmpvar_28 = ((8.0 * tmpvar_25.w) * tmpvar_25.xyz); + lmIndirect_3 = tmpvar_28; + light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_29; + lowp float spec_30; + mediump float tmpvar_31; + tmpvar_31 = (tmpvar_23.w * tmpvar_9); + spec_30 = tmpvar_31; + mediump vec3 tmpvar_32; + tmpvar_32 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_30)); + c_29.xyz = tmpvar_32; + c_29.w = (tmpvar_10 + (spec_30 * _SpecColor.w)); + c_2 = c_29; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 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m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 428 +#line 444 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 448 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 428 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 432 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 440 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec2 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec2(xl_retval.lmap); + xlv_TEXCOORD5 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 428 +#line 444 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 448 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 452 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + #line 456 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 460 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 464 + light = max( light, vec4( 0.001)); + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + #line 468 + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + #line 472 + light.xyz += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec2 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.lmap = vec2(xlv_TEXCOORD4); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +Vector 15 [_Emissive_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[16] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..15] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[15], c[15].zwzw; +MAD result.texcoord[4].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +Vector 15 [_Emissive_ST] +"vs_2_0 +; 27 ALU +def c16, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c16.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c16.y +mul r1.y, r1, c9.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT3.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT1.xy, v3, c15, c15.zwzw +mad oT4.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedcjpadfpajpbkghjapbmjllpahijdmkncabaaaaaanaafaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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+jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_5; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_11.xyz; + tmpvar_4 = tmpvar_17; + tmpvar_6 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_11.w; + tmpvar_7 = tmpvar_18; + tmpvar_5 = normal_10; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_19; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_22; + mediump vec3 viewDir_23; + viewDir_23 = tmpvar_21; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 normal_26; + normal_26 = tmpvar_5; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_25[0].x; + v_31.y = tmpvar_25[1].x; + v_31.z = tmpvar_25[2].x; + vec3 v_32; + v_32.x = tmpvar_25[0].y; + v_32.y = tmpvar_25[1].y; + v_32.z = tmpvar_25[2].y; + vec3 v_33; + v_33.x = tmpvar_25[0].z; + v_33.y = tmpvar_25[1].z; + v_33.z = tmpvar_25[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23)))); + nh_24 = tmpvar_34; + mediump float arg1_35; + arg1_35 = (_Shininess * 128.0); + highp vec4 tmpvar_36; + tmpvar_36.xyz = lm_28; + tmpvar_36.w = pow (nh_24, arg1_35); + tmpvar_22 = tmpvar_36; + mediump vec4 tmpvar_37; + tmpvar_37 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_22); + light_3 = tmpvar_37; + lowp vec4 c_38; + lowp float spec_39; + mediump float tmpvar_40; + tmpvar_40 = (tmpvar_37.w * tmpvar_7); + spec_39 = tmpvar_40; + mediump vec3 tmpvar_41; + tmpvar_41 = ((tmpvar_4 * tmpvar_37.xyz) + ((tmpvar_37.xyz * _SpecColor.xyz) * spec_39)); + c_38.xyz = tmpvar_41; + c_38.w = (tmpvar_8 + (spec_39 * _SpecColor.w)); + c_2 = c_38; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_5; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_11.xyz; + tmpvar_4 = tmpvar_17; + tmpvar_6 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_11.w; + tmpvar_7 = tmpvar_18; + tmpvar_5 = normal_10; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_19; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_20; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD4); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD4); + highp vec3 tmpvar_23; + tmpvar_23 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_24; + mediump vec3 viewDir_25; + viewDir_25 = tmpvar_23; + highp float nh_26; + mat3 tmpvar_27; + tmpvar_27[0].x = 0.816497; + tmpvar_27[0].y = -0.408248; + tmpvar_27[0].z = -0.408248; + tmpvar_27[1].x = 0.0; + tmpvar_27[1].y = 0.707107; + tmpvar_27[1].z = -0.707107; + tmpvar_27[2].x = 0.57735; + tmpvar_27[2].y = 0.57735; + tmpvar_27[2].z = 0.57735; + mediump vec3 normal_28; + normal_28 = tmpvar_5; + mediump vec3 scalePerBasisVector_29; + mediump vec3 lm_30; + lowp vec3 tmpvar_31; + tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lm_30 = tmpvar_31; + lowp vec3 tmpvar_32; + tmpvar_32 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + scalePerBasisVector_29 = tmpvar_32; + lm_30 = (lm_30 * dot (clamp ((tmpvar_27 * normal_28), 0.0, 1.0), scalePerBasisVector_29)); + vec3 v_33; + v_33.x = tmpvar_27[0].x; + v_33.y = tmpvar_27[1].x; + v_33.z = tmpvar_27[2].x; + vec3 v_34; + v_34.x = tmpvar_27[0].y; + v_34.y = tmpvar_27[1].y; + v_34.z = tmpvar_27[2].y; + vec3 v_35; + v_35.x = tmpvar_27[0].z; + v_35.y = tmpvar_27[1].z; + v_35.z = tmpvar_27[2].z; + mediump float tmpvar_36; + tmpvar_36 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_29.x * v_33) + (scalePerBasisVector_29.y * v_34)) + (scalePerBasisVector_29.z * v_35))) + viewDir_25)))); + nh_26 = tmpvar_36; + mediump float arg1_37; + arg1_37 = (_Shininess * 128.0); + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_30; + tmpvar_38.w = pow (nh_26, arg1_37); + tmpvar_24 = tmpvar_38; + mediump vec4 tmpvar_39; + tmpvar_39 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_24); + light_3 = tmpvar_39; + lowp vec4 c_40; + lowp float spec_41; + mediump float tmpvar_42; + tmpvar_42 = (tmpvar_39.w * tmpvar_7); + spec_41 = tmpvar_42; + mediump vec3 tmpvar_43; + tmpvar_43 = ((tmpvar_4 * tmpvar_39.xyz) + ((tmpvar_39.xyz * _SpecColor.xyz) * spec_41)); + c_40.xyz = tmpvar_43; + c_40.w = (tmpvar_8 + (spec_41 * _SpecColor.w)); + c_2 = c_40; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { 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xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 427 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 443 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 431 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 435 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 439 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec2 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 427 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 443 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 448 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 452 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 456 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 460 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + mediump vec3 specColor; + #line 464 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + light += lm; + #line 468 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec2 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.lmap = vec2(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +Vector 25 [_Emissive_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[26] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[4].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[25], c[25].zwzw; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_BumpMap_ST] +Vector 25 [_Emissive_ST] +"vs_2_0 +; 44 ALU +def c26, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c26.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT4.xyz, r2, r3 +mov r1.w, c26.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c26.y +mul r1.y, r1, c13.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +mad oT1.xy, v3, c25, c25.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 12 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedodccicihphpoonamabpccoianmdepgkhabaaaaaalaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcpmafaaaaeaaaabaahpabaaaafjaaaaae +egiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +pccabaaaabaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +gfaaaaadpccabaaaaeaaaaaagfaaaaadhccabaaaafaaaaaagiaaaaacaeaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaaiaaaaaakgiocaaaaaaaaaaa +aiaaaaaadcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +ajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +adaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaa +beaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaa +aaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaa +abeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaa +egaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaa +egaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaa +egaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaa +aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaa +acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaa +acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaa +acaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaa +aaaaaaaadcaaaaakhccabaaaafaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 tmpvar_12; + tmpvar_12 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_9 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_15; + tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_16; + tmpvar_16 = color_10.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_5 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_10.w; + tmpvar_6 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_18; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_20.w; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4); + light_3.xyz = tmpvar_21; + lowp vec4 c_22; + lowp float spec_23; + mediump float tmpvar_24; + tmpvar_24 = (tmpvar_20.w * tmpvar_6); + spec_23 = tmpvar_24; + mediump vec3 tmpvar_25; + tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23)); + c_22.xyz = tmpvar_25; + c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w)); + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec3 normal_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_10 = tmpvar_11; + lowp vec3 normal_12; + normal_12.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_12.z = sqrt((1.0 - clamp (dot (normal_12.xy, normal_12.xy), 0.0, 1.0))); + normal_9 = normal_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_9), 0.0, 1.0)); + rim_8 = tmpvar_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_15; + tmpvar_15 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_14.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_16; + tmpvar_16 = color_10.xyz; + tmpvar_4 = tmpvar_16; + tmpvar_5 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_10.w; + tmpvar_6 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_18; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_20.w; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_20.xyz + xlv_TEXCOORD4); + light_3.xyz = tmpvar_21; + lowp vec4 c_22; + lowp float spec_23; + mediump float tmpvar_24; + tmpvar_24 = (tmpvar_20.w * tmpvar_6); + spec_23 = tmpvar_24; + mediump vec3 tmpvar_25; + tmpvar_25 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_23)); + c_22.xyz = tmpvar_25; + c_22.w = (tmpvar_7 + (spec_23 * _SpecColor.w)); + c_2 = c_22; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 160 used size, 12 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_BumpMap_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+epfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 441 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + #line 432 + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + #line 436 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec3 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 441 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 449 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 453 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 457 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec3 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.vlight = vec3(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"!!ARBvp1.0 +# 35 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +MOV result.texcoord[3].zw, R0; +MUL result.texcoord[5].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[24], c[24].zwzw; +MAD result.texcoord[4].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[5].w, -R0.x, R0.y; +END +# 35 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_BumpMap_ST] +Vector 24 [_Emissive_ST] +"vs_2_0 +; 36 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c25.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c17.x +mad oT3.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c25.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mov oT3.zw, r0 +mul oT5.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT1.xy, v3, c24, c24.zwzw +mad oT4.xy, v4, c21, c21.zwzw +mul oT5.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 37 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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+dkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaaiiccabaaa +afaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD5 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 tmpvar_15; + tmpvar_15 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_12 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_18; + tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_19; + tmpvar_19 = color_13.xyz; + tmpvar_7 = tmpvar_19; + tmpvar_8 = tmpvar_18; + highp float tmpvar_20; + tmpvar_20 = color_13.w; + tmpvar_9 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_21; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_6 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_23.w; + highp float tmpvar_24; + tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz); + lmFull_4 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz); + lmIndirect_3 = tmpvar_26; + light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_27; + lowp float spec_28; + mediump float tmpvar_29; + tmpvar_29 = (tmpvar_23.w * tmpvar_9); + spec_28 = tmpvar_29; + mediump vec3 tmpvar_30; + tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28)); + c_27.xyz = tmpvar_30; + c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w)); + c_2 = c_27; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_6; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD5 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD5; +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec3 normal_12; + highp vec4 color_13; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_13 = tmpvar_14; + lowp vec3 normal_15; + normal_15.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_15.z = sqrt((1.0 - clamp (dot (normal_15.xy, normal_15.xy), 0.0, 1.0))); + normal_12 = normal_15; + highp float tmpvar_16; + tmpvar_16 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_12), 0.0, 1.0)); + rim_11 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_18; + tmpvar_18 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_17.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_19; + tmpvar_19 = color_13.xyz; + tmpvar_7 = tmpvar_19; + tmpvar_8 = tmpvar_18; + highp float tmpvar_20; + tmpvar_20 = color_13.w; + tmpvar_9 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_21; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_6 = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_23.w; + lowp vec4 tmpvar_24; + tmpvar_24 = texture2D (unity_Lightmap, xlv_TEXCOORD4); + lowp vec4 tmpvar_25; + tmpvar_25 = texture2D (unity_LightmapInd, xlv_TEXCOORD4); + highp float tmpvar_26; + tmpvar_26 = ((sqrt(dot (xlv_TEXCOORD5, xlv_TEXCOORD5)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_24.w) * tmpvar_24.xyz); + lmFull_4 = tmpvar_27; + lowp vec3 tmpvar_28; + tmpvar_28 = ((8.0 * tmpvar_25.w) * tmpvar_25.xyz); + lmIndirect_3 = tmpvar_28; + light_6.xyz = (tmpvar_23.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_29; + lowp float spec_30; + mediump float tmpvar_31; + tmpvar_31 = (tmpvar_23.w * tmpvar_9); + spec_30 = tmpvar_31; + mediump vec3 tmpvar_32; + tmpvar_32 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_30)); + c_29.xyz = tmpvar_32; + c_29.w = (tmpvar_10 + (spec_30 * _SpecColor.w)); + c_2 = c_29; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 37 instructions, 3 temp regs, 0 temp 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+ahaiaaaalmaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaalmaaaaaa +afaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 428 +#line 444 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 448 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 428 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 432 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 436 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 440 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec2 xlv_TEXCOORD4; +out highp vec4 xlv_TEXCOORD5; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec2(xl_retval.lmap); + xlv_TEXCOORD5 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 428 +#line 444 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 448 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 452 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + surfIN.viewDir = IN.viewDir; + #line 456 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 460 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 464 + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + #line 468 + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + #line 472 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec2 xlv_TEXCOORD4; +in highp vec4 xlv_TEXCOORD5; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.lmap = vec2(xlv_TEXCOORD4); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD5); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +Vector 15 [_Emissive_ST] +"!!ARBvp1.0 +# 26 ALU +PARAM c[16] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..15] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[2].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[1].xy, vertex.texcoord[0], c[15], c[15].zwzw; +MAD result.texcoord[4].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_BumpMap_ST] +Vector 15 [_Emissive_ST] +"vs_2_0 +; 27 ALU +def c16, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c16.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT2.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c16.y +mul r1.y, r1, c9.x +dp3 oT2.z, v2, r2 +dp3 oT2.x, r2, v1 +mad oT3.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT1.xy, v3, c15, c15.zwzw +mad oT4.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedcjpadfpajpbkghjapbmjllpahijdmkncabaaaaaanaafaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadamaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcbmaeaaaaeaaaabaaahabaaaafjaaaaae +egiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa +abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaad +dcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaa +abaaaaaagfaaaaaddccabaaaacaaaaaagfaaaaadmccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaa +agbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaa +dcaaaaaldccabaaaacaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa +ogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaacaaaaaaagbebaaaaeaaaaaa +agiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaa +abaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +acaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaa +egacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaa +agahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaaf +mccabaaaaeaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaa +abaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_5; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 tmpvar_13; + tmpvar_13 = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).xyz * 2.0) - 1.0); + normal_10 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_11.xyz; + tmpvar_4 = tmpvar_17; + tmpvar_6 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_11.w; + tmpvar_7 = tmpvar_18; + tmpvar_5 = normal_10; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_19; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_22; + mediump vec3 viewDir_23; + viewDir_23 = tmpvar_21; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 normal_26; + normal_26 = tmpvar_5; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD4).xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD4).xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_25 * normal_26), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_25[0].x; + v_31.y = tmpvar_25[1].x; + v_31.z = tmpvar_25[2].x; + vec3 v_32; + v_32.x = tmpvar_25[0].y; + v_32.y = tmpvar_25[1].y; + v_32.z = tmpvar_25[2].y; + vec3 v_33; + v_33.x = tmpvar_25[0].z; + v_33.y = tmpvar_25[1].z; + v_33.z = tmpvar_25[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23)))); + nh_24 = tmpvar_34; + mediump float arg1_35; + arg1_35 = (_Shininess * 128.0); + highp vec4 tmpvar_36; + tmpvar_36.xyz = lm_28; + tmpvar_36.w = pow (nh_24, arg1_35); + tmpvar_22 = tmpvar_36; + mediump vec4 tmpvar_37; + tmpvar_37 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_22); + light_3 = tmpvar_37; + lowp vec4 c_38; + lowp float spec_39; + mediump float tmpvar_40; + tmpvar_40 = (tmpvar_37.w * tmpvar_7); + spec_39 = tmpvar_40; + mediump vec3 tmpvar_41; + tmpvar_41 = ((tmpvar_4 * tmpvar_37.xyz) + ((tmpvar_37.xyz * _SpecColor.xyz) * spec_39)); + c_38.xyz = tmpvar_41; + c_38.w = (tmpvar_8 + (spec_39 * _SpecColor.w)); + c_2 = c_38; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + xlv_TEXCOORD2 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD3 = o_5; + xlv_TEXCOORD4 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD4; +varying highp vec4 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD2; +varying highp vec2 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _BumpMap; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec3 normal_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_11 = tmpvar_12; + lowp vec3 normal_13; + normal_13.xy = ((texture2D (_BumpMap, xlv_TEXCOORD0.zw).wy * 2.0) - 1.0); + normal_13.z = sqrt((1.0 - clamp (dot (normal_13.xy, normal_13.xy), 0.0, 1.0))); + normal_10 = normal_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (dot (normalize(xlv_TEXCOORD2), normal_10), 0.0, 1.0)); + rim_9 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD1); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_11.xyz; + tmpvar_4 = tmpvar_17; + tmpvar_6 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_11.w; + tmpvar_7 = tmpvar_18; + tmpvar_5 = normal_10; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_19; + tmpvar_8 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD3); + light_3 = tmpvar_20; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD4); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD4); + highp vec3 tmpvar_23; + tmpvar_23 = normalize(xlv_TEXCOORD2); + mediump vec4 tmpvar_24; + mediump vec3 viewDir_25; + viewDir_25 = tmpvar_23; + highp float nh_26; + mat3 tmpvar_27; + tmpvar_27[0].x = 0.816497; + tmpvar_27[0].y = -0.408248; + tmpvar_27[0].z = -0.408248; + tmpvar_27[1].x = 0.0; + tmpvar_27[1].y = 0.707107; + tmpvar_27[1].z = -0.707107; + tmpvar_27[2].x = 0.57735; + tmpvar_27[2].y = 0.57735; + tmpvar_27[2].z = 0.57735; + mediump vec3 normal_28; + normal_28 = tmpvar_5; + mediump vec3 scalePerBasisVector_29; + mediump vec3 lm_30; + lowp vec3 tmpvar_31; + tmpvar_31 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lm_30 = tmpvar_31; + lowp vec3 tmpvar_32; + tmpvar_32 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + scalePerBasisVector_29 = tmpvar_32; + lm_30 = (lm_30 * dot (clamp ((tmpvar_27 * normal_28), 0.0, 1.0), scalePerBasisVector_29)); + vec3 v_33; + v_33.x = tmpvar_27[0].x; + v_33.y = tmpvar_27[1].x; + v_33.z = tmpvar_27[2].x; + vec3 v_34; + v_34.x = tmpvar_27[0].y; + v_34.y = tmpvar_27[1].y; + v_34.z = tmpvar_27[2].y; + vec3 v_35; + v_35.x = tmpvar_27[0].z; + v_35.y = tmpvar_27[1].z; + v_35.z = tmpvar_27[2].z; + mediump float tmpvar_36; + tmpvar_36 = max (0.0, dot (tmpvar_5, normalize((normalize((((scalePerBasisVector_29.x * v_33) + (scalePerBasisVector_29.y * v_34)) + (scalePerBasisVector_29.z * v_35))) + viewDir_25)))); + nh_26 = tmpvar_36; + mediump float arg1_37; + arg1_37 = (_Shininess * 128.0); + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_30; + tmpvar_38.w = pow (nh_26, arg1_37); + tmpvar_24 = tmpvar_38; + mediump vec4 tmpvar_39; + tmpvar_39 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_24); + light_3 = tmpvar_39; + lowp vec4 c_40; + lowp float spec_41; + mediump float tmpvar_42; + tmpvar_42 = (tmpvar_39.w * tmpvar_7); + spec_41 = tmpvar_42; + mediump vec3 tmpvar_43; + tmpvar_43 = ((tmpvar_4 * tmpvar_39.xyz) + ((tmpvar_39.xyz * _SpecColor.xyz) * spec_41)); + c_40.xyz = tmpvar_43; + c_40.w = (tmpvar_8 + (spec_41 * _SpecColor.w)); + c_2 = c_40; + c_2.xyz = (c_2.xyz + tmpvar_6); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 208 // 176 used size, 14 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_BumpMap_ST] 4 +Vector 160 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic 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+in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 427 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 443 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 427 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 431 + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); + o.pack1.xy = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 435 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 439 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec2 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +out highp vec2 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec2(xl_retval.pack1); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval.screen); + xlv_TEXCOORD4 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_BumpMap; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec2 pack1; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform sampler2D _BumpMap; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 423 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _BumpMap_ST; +uniform highp vec4 _Emissive_ST; +#line 427 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 443 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 271 +lowp vec3 UnpackNormal( in lowp vec4 packednormal ) { + #line 273 + return ((packednormal.xyz * 2.0) - 1.0); +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = UnpackNormal( texture( _BumpMap, IN.uv_BumpMap)); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 448 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_BumpMap = IN.pack0.zw; + surfIN.uv_Emissive = IN.pack1.xy; + #line 452 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 456 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 460 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 464 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + light += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 468 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec2 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +in highp vec2 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.pack1 = vec2(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN.screen = vec4(xlv_TEXCOORD3); + xlt_IN.lmap = vec2(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 28 to 60, TEX: 4 to 6 +// d3d9 - ALU: 31 to 64, TEX: 4 to 6 +// d3d11 - ALU: 20 to 41, TEX: 4 to 6, FLOW: 1 to 1 +// d3d11_9x - ALU: 20 to 41, TEX: 4 to 6, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 4 TEX +PARAM c[6] = { program.local[0..4], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R2, fragment.texcoord[3], texture[3], 2D; +TEX R3.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R1.xyz, fragment.texcoord[1], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MAD R3.xy, R3.wyzw, c[5].x, -c[5].y; +LG2 R1.w, R2.w; +MUL R0.w, R0, -R1; +MUL R3.zw, R3.xyxy, R3.xyxy; +ADD_SAT R1.w, R3.z, R3; +ADD R2.w, -R1, c[5].y; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +RSQ R1.w, R1.w; +LG2 R2.x, R2.x; +LG2 R2.z, R2.z; +LG2 R2.y, R2.y; +ADD R2.xyz, -R2, fragment.texcoord[4]; +MUL R4.xyz, R2, c[0]; +MUL R5.xyz, R4, R0.w; +MAD R0.xyz, R0, R2, R5; +MUL R2.xyz, R1, c[1]; +RCP R3.z, R2.w; +MUL R4.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R4, R3; +ADD R1.w, -R1, c[5].y; +POW R1.x, R1.w, c[3].x; +MOV R1.w, c[2].x; +MUL R2.xyz, R2, c[1].w; +MUL R1.xyz, R1.x, c[4]; +MAD R1.xyz, R1, c[4].w, R2; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 32 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +"ps_2_0 +; 35 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xyz +texld r4, t1, s2 +texld r2, t0, s0 +texldp r3, t3, s3 +mul r4.xyz, r4, c1 +mov r0.y, t0.w +mov r0.x, t0.z +mul r4.xyz, r4, c1.w +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c5.x, c5.y +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c5.z +rsq_pp r1.x, r1.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t2 +rcp_pp r5.z, r1.x +dp3_sat r0.x, r0, r5 +add r1.x, -r0, c5.z +log_pp r0.x, r3.x +log_pp r0.z, r3.z +log_pp r0.y, r3.y +add_pp r5.xyz, -r0, t4 +log_pp r0.x, r3.w +mul_pp r0.x, r2.w, -r0 +mul_pp r3.xyz, r5, c0 +mul_pp r6.xyz, r3, r0.x +pow_pp r3.w, r1.x, c3.x +mov_pp r1.x, r3.w +mul r3.xyz, r1.x, c4 +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad_pp r2.xyz, r2, r5, r6 +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeboabcpldcdcnjkdemnckocbcpmkcdhmabaaaaaalaafaaaaadaaaaaa 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"LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlgocjdpjjhhchliffaoahjmbkckdpglnabaaaaaalaaiaaaaaeaaaaaa +daaaaaaacmadaaaameahaaaahmaiaaaaebgpgodjpeacaaaapeacaaaaaaacpppp +kiacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa 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+adaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 43 ALU, 6 TEX +PARAM c[7] = { program.local[0..5], + { 2, 1, 8 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R1, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[4], texture[5], 2D; +TEX R2, fragment.texcoord[4], texture[4], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R4.xyz, fragment.texcoord[1], texture[2], 2D; +MUL R2.xyz, R2.w, R2; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[6].z; +LG2 R1.w, R1.w; +DP4 R2.w, fragment.texcoord[5], fragment.texcoord[5]; +RSQ R2.w, R2.w; +RCP R2.w, R2.w; +MAD R2.xyz, R2, c[6].z, -R3; +MAD_SAT R2.w, R2, c[5].z, c[5]; +MAD R2.xyz, R2.w, R2, R3; +MAD R3.xy, R5.wyzw, c[6].x, -c[6].y; +MUL R0.w, R0, -R1; +MUL R3.zw, R3.xyxy, R3.xyxy; +ADD_SAT R1.w, R3.z, R3; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +ADD R1.xyz, -R1, R2; +MUL R2.xyz, R1, c[0]; +MUL R5.xyz, R2, R0.w; +ADD R2.x, -R1.w, c[6].y; +RSQ R2.x, R2.x; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +MAD R0.xyz, R0, R1, R5; +RSQ R1.w, R1.w; +RCP R3.z, R2.x; +MUL R2.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R2, R3; +ADD R1.x, -R1.w, c[6].y; +POW R1.w, R1.x, c[3].x; +MUL R2.xyz, R4, c[1]; +MUL R1.xyz, R2, c[1].w; +MUL R2.xyz, R1.w, c[4]; +MAD R1.xyz, R2, c[4].w, R1; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 43 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"ps_2_0 +; 45 ALU, 6 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +dcl_2d s5 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xy +dcl t5 +texld r4, t1, s2 +texld r1, t0, s0 +texldp r2, t3, s3 +texld r3, t4, s4 +mul r4.xyz, r4, c1 +mov r0.y, t0.w +mov r0.x, t0.z +log_pp r2.x, r2.x +log_pp r2.y, r2.y +log_pp r2.z, r2.z +mul_pp r3.xyz, r3.w, r3 +mul r4.xyz, r4, c1.w +texld r5, r0, s1 +texld r0, t4, s5 +mul_pp r6.xyz, r0.w, r0 +mul_pp r6.xyz, r6, c6.w +dp4 r0.x, t5, t5 +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_pp r3.xyz, r3, c6.w, -r6 +mad_sat r0.x, r0, c5.z, c5.w +mad_pp r0.xyz, r0.x, r3, r6 +mov r3.y, r5 +mov r3.x, r5.w +mad_pp r6.xy, r3, c6.x, c6.y +add_pp r3.xyz, -r2, r0 +mul_pp r5.xy, r6, r6 +add_pp_sat r0.x, r5, r5.y +add_pp r2.x, -r0, c6.z +rsq_pp r2.x, r2.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t2 +rcp_pp r6.z, r2.x +dp3_sat r2.x, r0, r6 +log_pp r0.x, r2.w +mul_pp r5.xyz, r3, c0 +mul_pp r0.x, r1.w, -r0 +mul_pp r6.xyz, r5, r0.x +add r2.x, -r2, c6.z +pow_pp r5.x, r2.x, c3.x +mad_pp r2.xyz, r1, r3, r6 +mov_pp r1.x, r5.x +mul r3.xyz, r1.x, c4 +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 208 // 192 used size, 14 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 176 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedecjgidacjmjidkopkehnkkiignlgoennabaaaaaafaahaaaaadaaaaaa +cmaaaaaapmaaaaaadaabaaaaejfdeheomiaaaaaaahaaaaaaaiaaaaaalaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaalmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaalmaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaalmaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcbiagaaaaeaaaaaaaigabaaaa +fjaaaaaeegiocaaaaaaaaaaaamaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaa +aeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaah +icaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckiacaaaaaaaaaaaalaaaaaadkiacaaaaaaaaaaaalaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaa +pgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaaj +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +aoaaaaahdcaabaaaacaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +cpaaaaafpcaabaaaacaaaaaaegaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaiaebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaa +acaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaa +dkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaa +dcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +afaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 208 // 192 used size, 14 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 176 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfiegimappflfdebgebgkkfgjekfbfgigabaaaaaafealaaaaaeaaaaaa +daaaaaaadaaeaaaafaakaaaacaalaaaaebgpgodjpiadaaaapiadaaaaaaacpppp +jiadaaaagaaaaaaaadaadmaaaaaagaaaaaaagaaaagaaceaaaaaagaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaafafafaaaaaaacaaabaaaaaaaaaaaaaa +aaaaaeaaadaaabaaaaaaaaaaaaaaalaaabaaaeaaaaaaaaaaaaacppppfbaaaaaf +afaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafagaaapkaaaaaaaeb +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaaplabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaaja +aeaiapkabpaaaaacaaaaaajaafaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaabaaaaacabaaadiaabaabllaagaaaaacaaaaaeiaadaappla +afaaaaadacaaadiaaaaakkiaadaaoelaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadadaaapiaabaaoelaacaioekaecaaaaadaeaacpiaabaaoeiaafaioeka +ecaaaaadabaacpiaabaaoeiaaeaioekaecaaaaadacaacpiaacaaoeiaadaioeka +ecaaaaadafaacpiaaaaaoelaaaaioekaaeaaaaaeagaacbiaaaaappiaafaaaaka +afaaffkaaeaaaaaeagaacciaaaaaffiaafaaaakaafaaffkafkaaaaaeadaadiia +agaaoeiaagaaoeiaafaakkkaacaaaaadadaaciiaadaappibafaappkaahaaaaac +adaaciiaadaappiaagaaaaacagaaceiaadaappiaceaaaaacaaaaahiaacaaoela 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+abaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaa +pgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaaj +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +aoaaaaahdcaabaaaacaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +cpaaaaafpcaabaaaacaaaaaaegaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaiaebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaa +acaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaa +dkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaa +dcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +afaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomiaaaaaaahaaaaaaaiaaaaaa +laaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaadadaaaalmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaa +lmaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaalmaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapalaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 60 ALU, 6 TEX +PARAM c[10] = { program.local[0..5], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEMP R6; +TXP R1, fragment.texcoord[3], texture[3], 2D; +TEX R2, fragment.texcoord[4], texture[4], 2D; +TEX R3, fragment.texcoord[4], texture[5], 2D; +TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R4.xyz, fragment.texcoord[1], texture[2], 2D; +MAD R5.xy, R5.wyzw, c[6].x, -c[6].y; +MUL R3.xyz, R3.w, R3; +MUL R6.xyz, R3, c[6].z; +MUL R3.xyz, R6.y, c[8]; +MAD R3.xyz, R6.x, c[9], R3; +MAD R3.xyz, R6.z, c[7], R3; +DP3 R3.w, R3, R3; +RSQ R3.w, R3.w; +MUL R3.xyz, R3.w, R3; +DP3 R3.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.w, R3.w; +MAD R3.xyz, fragment.texcoord[2], R3.w, R3; +MUL R5.zw, R5.xyxy, R5.xyxy; +ADD_SAT R3.w, R5.z, R5; +DP3 R4.w, R3, R3; +ADD R3.w, -R3, c[6].y; +RSQ R3.w, R3.w; +RSQ R4.w, R4.w; +MUL R3.xyz, R4.w, R3; +RCP R5.z, R3.w; +DP3 R3.x, R5, R3; +MAX R3.w, R3.x, c[6]; +DP3_SAT R3.z, R5, c[7]; +DP3_SAT R3.x, R5, c[9]; +DP3_SAT R3.y, R5, c[8]; +DP3 R3.y, R3, R6; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, R3.y; +MOV R3.x, c[7].w; +MUL R2.w, R3.x, c[1].x; +POW R2.w, R3.w, R2.w; +MUL R2.xyz, R2, c[6].z; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +LG2 R1.w, R1.w; +ADD R1, -R1, R2; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +MUL R3.xyz, R2.w, fragment.texcoord[2]; +DP3_SAT R1.w, R3, R5; +ADD R1.x, -R1.w, c[6].y; +MUL R2.xyz, R4, c[2]; +POW R1.x, R1.x, c[4].x; +MOV R1.w, c[3].x; +MUL R2.xyz, R2, c[2].w; +MUL R1.xyz, R1.x, c[5]; +MAD R1.xyz, R1, c[5].w, R2; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 60 instructions, 7 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"ps_2_0 +; 64 ALU, 6 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +dcl_2d s5 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c9, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xy +texld r1, t1, s2 +texld r2, t0, s0 +texldp r3, t3, s3 +texld r4, t4, s4 +texld r5, t4, s5 +mul_pp r5.xyz, r5.w, r5 +mul_pp r5.xyz, r5, c6.w +mul r6.xyz, r5.y, c8 +mad r6.xyz, r5.x, c9, r6 +mul r1.xyz, r1, c2 +mul_pp r4.xyz, r4.w, r4 +mad r6.xyz, r5.z, c7, r6 +log_pp r3.x, r3.x +log_pp r3.y, r3.y +log_pp r3.z, r3.z +log_pp r3.w, r3.w +mov r0.y, t0.w +mov r0.x, t0.z +mul r1.xyz, r1, c2.w +texld r0, r0, s1 +dp3 r0.x, r6, r6 +rsq r0.x, r0.x +mul r6.xyz, r0.x, r6 +mov r0.x, r0.w +mad_pp r8.xy, r0, c6.x, c6.y +dp3_pp r0.x, t2, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t2, r0.x, r6 +mul_pp r7.xy, r8, r8 +add_pp_sat r6.x, r7, r7.y +dp3_pp r7.x, r0, r0 +rsq_pp r7.x, r7.x +add_pp r6.x, -r6, c6.z +rsq_pp r6.x, r6.x +rcp_pp r8.z, r6.x +mul_pp r0.xyz, r7.x, r0 +dp3_pp r0.x, r8, r0 +mov_pp r6.x, c1 +max_pp r0.x, r0, c7.w +mul_pp r6.x, c8.w, r6 +pow r7.x, r0.x, r6.x +dp3_pp_sat r0.z, r8, c7 +dp3_pp_sat r0.y, r8, c8 +dp3_pp_sat r0.x, r8, c9 +dp3_pp r0.x, r0, r5 +mul_pp r0.xyz, r4, r0.x +dp3 r4.x, t2, t2 +rsq r4.x, r4.x +mov r0.w, r7.x +mul_pp r0.xyz, r0, c6.w +add_pp r0, -r3, r0 +mul_pp r3.xyz, r0, c0 +mul_pp r5.x, r2.w, r0.w +mul_pp r3.xyz, r3, r5.x +mad_pp r0.xyz, r2, r0, r3 +mov_pp r3.x, c3 +mul r4.xyz, r4.x, t2 +dp3_sat r2.x, r4, r8 +add r2.x, -r2, c6.z +mad_pp r0.w, r5.x, c0, r3.x +pow_pp r3.x, r2.x, c4.x +mov_pp r2.x, r3.x +mul r2.xyz, r2.x, c5 +mad r1.xyz, r2, c5.w, r1 +mad_pp r0.xyz, r1, c3.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 208 // 112 used size, 14 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 56 instructions, 6 temp regs, 0 temp arrays: +// ALU 41 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedihmnmeepdlnmonakbjeolgocgkhefdbcabaaaaaapeaiaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcneahaaaa +eaaaaaaapfabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaa 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+abaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaaabaaaaaa +agajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaahocaabaaaacaaaaaaagaabaaa +abaaaaaafgaobaaaabaaaaaaaaaaaaaipcaabaaaaaaaaaaaegaobaiaebaaaaaa +aaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaajgahbaaaaaaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa +aaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaa +agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa +dcaaaaakhcaabaaaabaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaagaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 208 // 112 used size, 14 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 56 instructions, 6 temp regs, 0 temp arrays: +// ALU 41 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediehomiikkchdcclnheonkhcdccgdinkgabaaaaaamaanaaaaaeaaaaaa 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+aaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaajgahbaaaaaaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa +aaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaa +agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaa +dcaaaaakhcaabaaaabaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaagaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaa +amamaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 4 TEX +PARAM c[6] = { program.local[0..4], + { 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R3, fragment.texcoord[3], texture[3], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R1.xyz, fragment.texcoord[1], texture[2], 2D; +MAD R2.xy, R2.wyzw, c[5].x, -c[5].y; +ADD R4.xyz, R3, fragment.texcoord[4]; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R1.w, R2.z, R2; +ADD R2.z, -R1.w, c[5].y; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.z, R2.z; +MUL R0.w, R0, R3; +MUL R3.xyz, R4, c[0]; +MUL R5.xyz, R3, R0.w; +RSQ R1.w, R1.w; +RCP R2.z, R2.z; +MUL R3.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R3, R2; +MUL R2.xyz, R1, c[1]; +ADD R1.w, -R1, c[5].y; +POW R1.x, R1.w, c[3].x; +MOV R1.w, c[2].x; +MAD R0.xyz, R0, R4, R5; +MUL R2.xyz, R2, c[1].w; +MUL R1.xyz, R1.x, c[4]; +MAD R1.xyz, R1, c[4].w, R2; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 28 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +"ps_2_0 +; 31 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 2.00000000, -1.00000000, 1.00000000, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xyz +texld r4, t1, s2 +texld r2, t0, s0 +texldp r3, t3, s3 +mul r4.xyz, r4, c1 +mov r0.y, t0.w +mov r0.x, t0.z +mul r4.xyz, r4, c1.w +texld r0, r0, s1 +mov r0.x, r0.w +mad_pp r5.xy, r0, c5.x, c5.y +mul_pp r0.xy, r5, r5 +add_pp_sat r0.x, r0, r0.y +add_pp r1.x, -r0, c5.z +rsq_pp r1.x, r1.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +rcp_pp r5.z, r1.x +mul r0.xyz, r0.x, t2 +dp3_sat r0.x, r0, r5 +add r1.x, -r0, c5.z +add_pp r5.xyz, r3, t4 +mul_pp r0.x, r2.w, r3.w +mul_pp r3.xyz, r5, c0 +mul_pp r6.xyz, r3, r0.x +pow_pp r3.w, r1.x, c3.x +mov_pp r1.x, r3.w +mul r3.xyz, r1.x, c4 +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad_pp r2.xyz, r2, r5, r6 +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +// 30 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedglbobgpmgfnabmdcnfblbkfpomagjgkpabaaaaaajeafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcheaeaaaa +eaaaaaaabnabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaa +gcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagcbaaaadhcbabaaa +afaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaa +adaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaa +aaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaa +aaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaa +ddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaaf +ecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaa +aoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +aaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaafaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa +aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaa +afaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 176 // 112 used size, 12 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +// 30 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfbalhclhgamggjmgfccmpghaebjemcibabaaaaaageaiaaaaaeaaaaaa +daaaaaaapmacaaaahiahaaaadaaiaaaaebgpgodjmeacaaaameacaaaaaaacpppp +hiacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaaadaaabaa +aaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadp +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaadlabpaaaaacaaaaaaia +acaaahlabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaaiaaeaaahlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaacaaaaacia +aaaapplaagaaaaacaaaaaeiaadaapplaafaaaaadabaaadiaaaaakkiaadaaoela +ecaaaaadaaaacpiaaaaaoeiaabaioekaecaaaaadacaaapiaabaaoelaacaioeka +ecaaaaadabaacpiaabaaoeiaadaioekaecaaaaadadaacpiaaaaaoelaaaaioeka +aeaaaaaeaeaacbiaaaaappiaaeaaaakaaeaaffkaaeaaaaaeaeaacciaaaaaffia +aeaaaakaaeaaffkafkaaaaaeacaadiiaaeaaoeiaaeaaoeiaaeaakkkaacaaaaad +acaaciiaacaappibaeaappkaahaaaaacacaaciiaacaappiaagaaaaacaeaaceia +acaappiaceaaaaacaaaaahiaacaaoelaaiaaaaadacaabiiaaaaaoeiaaeaaoeia +acaaaaadacaaciiaacaappibaeaappkacaaaaaadaaaaabiaacaappiaacaaffka +afaaaaadaaaaahiaaaaaaaiaadaaoekaafaaaaadacaaahiaacaaoeiaabaaoeka +afaaaaadacaaahiaacaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaadaappka +acaaoeiaacaaaaadabaachiaabaaoeiaaeaaoelaafaaaaadacaachiaabaaoeia +aaaaoekaafaaaaadaaaaciiaabaappiaadaappiaafaaaaadacaachiaaaaappia +acaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaaeaeaaciiaaaaappiaaaaappka +abaappiaaeaaaaaeabaachiaadaaoeiaabaaoeiaacaaoeiaaeaaaaaeaeaachia +aaaaoeiaacaaaakaabaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaafdeieefc +heaeaaaaeaaaaaaabnabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaae +aahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagcbaaaad +hcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaa +aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp +aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaa +abaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp +aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +elaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa +abaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa +abaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaafaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaadaaaaaa +diaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaal +iccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaa +aaaaaaaaafaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaa +abaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaa +agiacaaaaaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaadadaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaahahaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 39 ALU, 6 TEX +PARAM c[7] = { program.local[0..5], + { 2, 1, 8 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R2, fragment.texcoord[4], texture[4], 2D; +TEX R3, fragment.texcoord[4], texture[5], 2D; +TXP R1, fragment.texcoord[3], texture[3], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R4.xyz, fragment.texcoord[1], texture[2], 2D; +MUL R2.xyz, R2.w, R2; +DP4 R2.w, fragment.texcoord[5], fragment.texcoord[5]; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[6].z; +RSQ R2.w, R2.w; +RCP R2.w, R2.w; +MAD R2.xyz, R2, c[6].z, -R3; +MAD_SAT R2.w, R2, c[5].z, c[5]; +MAD R2.xyz, R2.w, R2, R3; +ADD R1.xyz, R1, R2; +MAD R2.xy, R5.wyzw, c[6].x, -c[6].y; +MUL R3.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R2.zw, R2.xyxy, R2.xyxy; +ADD_SAT R1.w, R2.z, R2; +ADD R2.z, -R1.w, c[6].y; +MUL R5.xyz, R3, R0.w; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +RSQ R2.z, R2.z; +MAD R0.xyz, R0, R1, R5; +RCP R2.z, R2.z; +MUL R3.xyz, R1.w, fragment.texcoord[2]; +DP3_SAT R1.w, R3, R2; +ADD R1.x, -R1.w, c[6].y; +POW R1.w, R1.x, c[3].x; +MUL R2.xyz, R4, c[1]; +MUL R1.xyz, R2, c[1].w; +MUL R2.xyz, R1.w, c[4]; +MAD R1.xyz, R2, c[4].w, R1; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 39 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"ps_2_0 +; 41 ALU, 6 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +dcl_2d s5 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xy +dcl t5 +texld r5, t1, s2 +texld r1, t0, s0 +texldp r2, t3, s3 +texld r3, t4, s4 +mov r0.y, t0.w +mov r0.x, t0.z +mov r4.xy, r0 +texld r4, r4, s1 +texld r0, t4, s5 +mul_pp r0.xyz, r0.w, r0 +mul_pp r6.xyz, r0, c6.w +mul_pp r0.xyz, r3.w, r3 +mad_pp r3.xyz, r0, c6.w, -r6 +mov r4.x, r4.w +mad_pp r4.xy, r4, c6.x, c6.y +dp4 r0.x, t5, t5 +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_sat r0.x, r0, c5.z, c5.w +mad_pp r3.xyz, r0.x, r3, r6 +add_pp r3.xyz, r2, r3 +mul_pp r7.xy, r4, r4 +add_pp_sat r0.x, r7, r7.y +add_pp r0.x, -r0, c6.z +rsq_pp r2.x, r0.x +dp3 r0.x, t2, t2 +rsq r0.x, r0.x +mul r0.xyz, r0.x, t2 +rcp_pp r4.z, r2.x +dp3_sat r2.x, r0, r4 +add r2.x, -r2, c6.z +pow_pp r4.w, r2.x, c3.x +mul_pp r0.x, r1.w, r2.w +mul_pp r6.xyz, r3, c0 +mul_pp r6.xyz, r6, r0.x +mad_pp r2.xyz, r1, r3, r6 +mov_pp r1.x, r4.w +mul r3.xyz, r1.x, c4 +mul r4.xyz, r5, c1 +mul r4.xyz, r4, c1.w +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 208 // 192 used size, 14 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 176 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkkoehceckmglikiedhgdbgkfeicjjedcabaaaaaadeahaaaaadaaaaaa +cmaaaaaapmaaaaaadaabaaaaejfdeheomiaaaaaaahaaaaaaaiaaaaaalaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaalmaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaalmaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaalmaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpmafaaaaeaaaaaaahpabaaaa +fjaaaaaeegiocaaaaaaaaaaaamaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaa +aeaaaaaaffffaaaafibiaaaeaahabaaaafaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaaddcbabaaaacaaaaaagcbaaaadmcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaea +aaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaa +apaaaaahicaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaah +icaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaa +aaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaa +abaaaaaadkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +acaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaah +icaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaa +aaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaa +ckiacaaaaaaaaaaaalaaaaaadkiacaaaaaaaaaaaalaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaacaaaaaaeghobaaaafaaaaaaaagabaaaafaaaaaadiaaaaah +icaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaacaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaa +abaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaa +pgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaaj +hcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +aoaaaaahdcaabaaaacaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaaj +pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +aaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa +aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaa +afaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 208 // 192 used size, 14 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 176 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedgfibkplfofcdaeeafghbfkdlcbofkfbdabaaaaaaaialaaaaaeaaaaaa +daaaaaaaaaaeaaaaaeakaaaaneakaaaaebgpgodjmiadaaaamiadaaaaaaacpppp +giadaaaagaaaaaaaadaadmaaaaaagaaaaaaagaaaagaaceaaaaaagaaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaafafafaaaaaaacaaabaaaaaaaaaaaaaa +aaaaaeaaadaaabaaaaaaaaaaaaaaalaaabaaaeaaaaaaaaaaaaacppppfbaaaaaf +afaaapkaaaaaaaeaaaaaialpaaaaaaaaaaaaiadpfbaaaaafagaaapkaaaaaaaeb +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaaplabpaaaaacaaaaaaiaacaaahlabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +bpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaaja +aeaiapkabpaaaaacaaaaaajaafaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaabaaaaacabaaadiaabaabllaagaaaaacaaaaaeiaadaappla +afaaaaadacaaadiaaaaakkiaadaaoelaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadadaaapiaabaaoelaacaioekaecaaaaadaeaacpiaabaaoeiaafaioeka +ecaaaaadabaacpiaabaaoeiaaeaioekaecaaaaadacaacpiaacaaoeiaadaioeka +ecaaaaadafaacpiaaaaaoelaaaaioekaaeaaaaaeagaacbiaaaaappiaafaaaaka +afaaffkaaeaaaaaeagaacciaaaaaffiaafaaaakaafaaffkafkaaaaaeadaadiia +agaaoeiaagaaoeiaafaakkkaacaaaaadadaaciiaadaappibafaappkaahaaaaac +adaaciiaadaappiaagaaaaacagaaceiaadaappiaceaaaaacaaaaahiaacaaoela +aiaaaaadadaabiiaaaaaoeiaagaaoeiaacaaaaadadaaciiaadaappibafaappka +caaaaaadaaaaabiaadaappiaacaaffkaafaaaaadaaaaahiaaaaaaaiaadaaoeka +afaaaaadadaaahiaadaaoeiaabaaoekaafaaaaadadaaahiaadaaoeiaabaappka +aeaaaaaeaaaachiaaaaaoeiaadaappkaadaaoeiaajaaaaadaaaaaiiaaeaaoela +aeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiiaaaaappiaaeaaaaae +aaaadiiaaaaappiaaeaakkkaaeaappkaafaaaaadaeaaciiaaeaappiaagaaaaka +afaaaaadadaachiaaeaaoeiaaeaappiaafaaaaadabaaciiaabaappiaagaaaaka +aeaaaaaeabaachiaabaappiaabaaoeiaadaaoeibaeaaaaaeabaachiaaaaappia +abaaoeiaadaaoeiaacaaaaadabaachiaabaaoeiaacaaoeiaafaaaaadacaachia +abaaoeiaaaaaoekaafaaaaadaaaaciiaacaappiaafaappiaafaaaaadacaachia +aaaappiaacaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaaeadaaciiaaaaappia +aaaappkaabaappiaaeaaaaaeabaachiaafaaoeiaabaaoeiaacaaoeiaaeaaaaae +adaachiaaaaaoeiaacaaaakaabaaoeiaabaaaaacaaaicpiaadaaoeiappppaaaa +fdeieefcpmafaaaaeaaaaaaahpabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaad +aagabaaaafaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaafibiaaaeaahabaaa +afaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaa +gcbaaaadmcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadlcbabaaa +aeaaaaaagcbaaaadpcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +aeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegbcbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadcaaaaapdcaabaaaabaaaaaa +hgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaa +aaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaa +abaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaa +abeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaadkaabaaaaaaaaaaabacaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +aeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +agaaaaaaegacbaaaabaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaafaaaaaa +egbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaal +icaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaalaaaaaadkiacaaa +aaaaaaaaalaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaacaaaaaaeghobaaa +afaaaaaaaagabaaaafaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaacaaaaaaeghobaaaaeaaaaaa +aagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa +egacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaa +aeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +acaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaabaaaaaa +doaaaaabejfdeheomiaaaaaaahaaaaaaaiaaaaaalaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaalmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaalmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaalmaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaalmaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahahaaaalmaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +apalaaaalmaaaaaaafaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 56 ALU, 6 TEX +PARAM c[10] = { program.local[0..5], + { 2, 1, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 }, + { 0.81649655, 0, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEMP R6; +TEX R2, fragment.texcoord[4], texture[4], 2D; +TEX R3, fragment.texcoord[4], texture[5], 2D; +TEX R5.yw, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R1, fragment.texcoord[3], texture[3], 2D; +TEX R4.xyz, fragment.texcoord[1], texture[2], 2D; +MAD R5.xy, R5.wyzw, c[6].x, -c[6].y; +MUL R3.xyz, R3.w, R3; +MUL R6.xyz, R3, c[6].z; +MUL R3.xyz, R6.y, c[8]; +MAD R3.xyz, R6.x, c[9], R3; +MAD R3.xyz, R6.z, c[7], R3; +DP3 R3.w, R3, R3; +RSQ R3.w, R3.w; +MUL R3.xyz, R3.w, R3; +DP3 R3.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R3.w, R3.w; +MAD R3.xyz, fragment.texcoord[2], R3.w, R3; +MUL R5.zw, R5.xyxy, R5.xyxy; +ADD_SAT R3.w, R5.z, R5; +DP3 R4.w, R3, R3; +ADD R3.w, -R3, c[6].y; +RSQ R3.w, R3.w; +RSQ R4.w, R4.w; +MUL R3.xyz, R4.w, R3; +RCP R5.z, R3.w; +DP3 R3.x, R5, R3; +MAX R3.w, R3.x, c[6]; +DP3_SAT R3.z, R5, c[7]; +DP3_SAT R3.x, R5, c[9]; +DP3_SAT R3.y, R5, c[8]; +DP3 R3.y, R3, R6; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, R3.y; +MOV R3.x, c[7].w; +MUL R2.w, R3.x, c[1].x; +POW R2.w, R3.w, R2.w; +MUL R2.xyz, R2, c[6].z; +ADD R1, R1, R2; +DP3 R2.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.w, R2.w; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +MUL R3.xyz, R2.w, fragment.texcoord[2]; +DP3_SAT R1.w, R3, R5; +ADD R1.x, -R1.w, c[6].y; +MUL R2.xyz, R4, c[2]; +POW R1.x, R1.x, c[4].x; +MOV R1.w, c[3].x; +MUL R2.xyz, R2, c[2].w; +MUL R1.xyz, R1.x, c[5]; +MAD R1.xyz, R1, c[5].w, R2; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 56 instructions, 7 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_BumpMap] 2D +SetTexture 2 [_Emissive] 2D +SetTexture 3 [_LightBuffer] 2D +SetTexture 4 [unity_Lightmap] 2D +SetTexture 5 [unity_LightmapInd] 2D +"ps_2_0 +; 60 ALU, 6 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +dcl_2d s5 +def c6, 2.00000000, -1.00000000, 1.00000000, 8.00000000 +def c7, -0.40824828, -0.70710677, 0.57735026, 0.00000000 +def c8, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c9, 0.81649655, 0.00000000, 0.57735026, 0 +dcl t0 +dcl t1.xy +dcl t2.xyz +dcl t3 +dcl t4.xy +texld r1, t1, s2 +texld r2, t0, s0 +texldp r3, t3, s3 +texld r4, t4, s4 +texld r5, t4, s5 +mul_pp r5.xyz, r5.w, r5 +mul_pp r5.xyz, r5, c6.w +mul r6.xyz, r5.y, c8 +mad r6.xyz, r5.x, c9, r6 +mul r1.xyz, r1, c2 +mul_pp r4.xyz, r4.w, r4 +mad r6.xyz, r5.z, c7, r6 +mov r0.y, t0.w +mov r0.x, t0.z +mul r1.xyz, r1, c2.w +texld r0, r0, s1 +dp3 r0.x, r6, r6 +rsq r0.x, r0.x +mul r6.xyz, r0.x, r6 +mov r0.x, r0.w +mad_pp r8.xy, r0, c6.x, c6.y +dp3_pp r0.x, t2, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t2, r0.x, r6 +mul_pp r7.xy, r8, r8 +add_pp_sat r6.x, r7, r7.y +dp3_pp r7.x, r0, r0 +rsq_pp r7.x, r7.x +add_pp r6.x, -r6, c6.z +rsq_pp r6.x, r6.x +rcp_pp r8.z, r6.x +mul_pp r0.xyz, r7.x, r0 +dp3_pp r0.x, r8, r0 +mov_pp r6.x, c1 +max_pp r0.x, r0, c7.w +mul_pp r6.x, c8.w, r6 +pow r7.x, r0.x, r6.x +dp3_pp_sat r0.z, r8, c7 +dp3_pp_sat r0.y, r8, c8 +dp3_pp_sat r0.x, r8, c9 +dp3_pp r0.x, r0, r5 +mul_pp r0.xyz, r4, r0.x +dp3 r4.x, t2, t2 +rsq r4.x, r4.x +mov r0.w, r7.x +mul_pp r0.xyz, r0, c6.w +add_pp r0, r3, r0 +mul_pp r3.xyz, r0, c0 +mul_pp r5.x, r2.w, r0.w +mul_pp r3.xyz, r3, r5.x +mad_pp r0.xyz, r2, r0, r3 +mov_pp r3.x, c3 +mul r4.xyz, r4.x, t2 +dp3_sat r2.x, r4, r8 +add r2.x, -r2, c6.z +mad_pp r0.w, r5.x, c0, r3.x +pow_pp r3.x, r2.x, c4.x +mov_pp r2.x, r3.x +mul r2.xyz, r2.x, c5 +mad r1.xyz, r2, c5.w, r1 +mad_pp r0.xyz, r1, c3.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 208 // 112 used size, 14 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 55 instructions, 6 temp regs, 0 temp arrays: +// ALU 40 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfajggdjpickdlcgekdjgmdoafgghkomlabaaaaaanmaiaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefclmahaaaa +eaaaaaaaopabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafkaaaaadaagabaaaafaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa 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+ocaabaaaacaaaaaaagaabaaaabaaaaaafgaobaaaabaaaaaaaaaaaaahpcaabaaa +aaaaaaaadgajbaaaaaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa +aaaaaaaaegaobaaaaaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaa +agajbaaaabaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa +aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaa +afaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaacaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaadaaaaaapgipcaaa +aaaaaaaaagaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +abaaaaaaagiacaaaaaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 208 // 112 used size, 14 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_BumpMap] 2D 1 +SetTexture 2 [_Emissive] 2D 2 +SetTexture 3 [_LightBuffer] 2D 3 +SetTexture 4 [unity_Lightmap] 2D 4 +SetTexture 5 [unity_LightmapInd] 2D 5 +// 55 instructions, 6 temp regs, 0 temp arrays: +// ALU 40 float, 0 int, 0 uint +// TEX 6 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedafokjmbgdflfiplekfgaookggbkoiafaabaaaaaahianaaaaaeaaaaaa +daaaaaaamiaeaaaaimamaaaaeeanaaaaebgpgodjjaaeaaaajaaeaaaaaaacpppp +eiaeaaaaeiaaaaaaabaadmaaaaaaeiaaaaaaeiaaagaaceaaaaaaeiaaaaaaaaaa 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+fgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaa +jgahbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaacaaaaaaamamaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 70 + + } + Fallback "Self-Illumin/Bumped Specular" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivespecular b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivespecular new file mode 100644 index 0000000..2c7184d --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivespecular @@ -0,0 +1,33320 @@ +Shader "KSP/Emissive/Specular" +{ + Properties + { + _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} + _Color ("Main Color", Color) = (1,1,1,1) + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 + + _EmissiveColor("_EmissiveColor", Color) = (0,0,0,1) + _Emissive("_Emissive", 2D) = "white" {} + + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 20 to 80 +// d3d9 - ALU: 21 to 83 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_Emissive_ST] +"!!ARBvp1.0 +# 44 ALU +PARAM c[25] = { { 1 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 44 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"vs_2_0 +; 47 ALU +def c24, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c24.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpbjonlhgmfhhnofmigmefnmmncjnbjecabaaaaaanaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa 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+aaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaa +acaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaa +acaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaa +acaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaa +aaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"agal_vs +c24 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c24.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbiaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c24.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaamacadaaaaeeaaaaaaaabhaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c23.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabhaaaaoeabaaaaaa add v0.zw, r0.wwzw, c23 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 41 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddmjojojkilcbikpfiikoibcdeokhfcmkabaaaaaakialaaaaaeaaaaaa 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+egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa +egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +ejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +kjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaa +faepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfcee +aaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 440 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 432 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 436 + o.vlight = shlight; + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 440 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 456 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_Emissive_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpenpnbibefecdnkdjccmpflbkfnhgifmabaaaaaanaaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +emadaaaaeaaaabaandaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaa +ajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaahaaaaaa +ogikcaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_10; + tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_11; + tmpvar_11 = color_6.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_12; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_10; + tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_11; + tmpvar_11 = color_6.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_12; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_13.w) * tmpvar_13.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_Emissive_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedibejfemfhbklnmcfnjkimemeldpmekneabaaaaaapiagaaaaaeaaaaaa +daaaaaaafeacaaaakiafaaaahaagaaaaebgpgodjbmacaaaabmacaaaaaaacpopp +meabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa +adaaabaaaaaaaaaaabaaaeaaabaaaeaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoa +aeaaoejaabaaoekaabaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahia +aaaaffiaakaaoekaaeaaaaaeaaaaaliaajaakekaaaaaaaiaabaakeiaaeaaaaae +aaaaahiaalaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaamaaoeka +aeaaaaaeaaaaahiaaaaaoeiaanaappkaaaaaoejbaiaaaaadabaaaboaabaaoeja +aaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancja +aeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeia +abaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoeja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaaiaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcemadaaaaeaaaabaa +ndaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +aiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaa +abaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +abaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaa +ahaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 436 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 441 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 445 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 449 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 453 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + #line 457 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"!!ARBvp1.0 +# 20 ALU +PARAM c[19] = { { 1 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[18].xyxy, c[18]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_Emissive_ST] +"vs_2_0 +; 21 ALU +def c17, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c17.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.zw, v3.xyxy, c16.xyxy, c16 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpenpnbibefecdnkdjccmpflbkfnhgifmabaaaaaanaaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +emadaaaaeaaaabaandaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaaddccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaaiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaa +ajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +dcaaaaaldccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaahaaaaaa +ogikcaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + c_1.w = 0.0; + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_16; + mediump vec3 viewDir_17; + viewDir_17 = tmpvar_15; + mediump vec3 specColor_18; + highp float nh_19; + mat3 tmpvar_20; + tmpvar_20[0].x = 0.816497; + tmpvar_20[0].y = -0.408248; + tmpvar_20[0].z = -0.408248; + tmpvar_20[1].x = 0.0; + tmpvar_20[1].y = 0.707107; + tmpvar_20[1].z = -0.707107; + tmpvar_20[2].x = 0.57735; + tmpvar_20[2].y = 0.57735; + tmpvar_20[2].z = 0.57735; + mediump vec3 scalePerBasisVector_21; + mediump vec3 lm_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_22 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_21 = tmpvar_24; + lm_22 = (lm_22 * dot (clamp ((tmpvar_20 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_21)); + vec3 v_25; + v_25.x = tmpvar_20[0].x; + v_25.y = tmpvar_20[1].x; + v_25.z = tmpvar_20[2].x; + vec3 v_26; + v_26.x = tmpvar_20[0].y; + v_26.y = tmpvar_20[1].y; + v_26.z = tmpvar_20[2].y; + vec3 v_27; + v_27.x = tmpvar_20[0].z; + v_27.y = tmpvar_20[1].z; + v_27.z = tmpvar_20[2].z; + mediump float tmpvar_28; + tmpvar_28 = max (0.0, normalize((normalize((((scalePerBasisVector_21.x * v_25) + (scalePerBasisVector_21.y * v_26)) + (scalePerBasisVector_21.z * v_27))) + viewDir_17)).z); + nh_19 = tmpvar_28; + highp float tmpvar_29; + mediump float arg1_30; + arg1_30 = (_Shininess * 128.0); + tmpvar_29 = pow (nh_19, arg1_30); + highp vec3 tmpvar_31; + tmpvar_31 = (((lm_22 * _SpecColor.xyz) * tmpvar_4) * tmpvar_29); + specColor_18 = tmpvar_31; + highp vec4 tmpvar_32; + tmpvar_32.xyz = lm_22; + tmpvar_32.w = tmpvar_29; + tmpvar_16 = tmpvar_32; + c_1.xyz = specColor_18; + mediump vec3 tmpvar_33; + tmpvar_33 = (c_1.xyz + (tmpvar_2 * tmpvar_16.xyz)); + c_1.xyz = tmpvar_33; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + c_1.w = 0.0; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + mediump vec3 specColor_20; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23)); + vec3 v_27; + v_27.x = tmpvar_22[0].x; + v_27.y = tmpvar_22[1].x; + v_27.z = tmpvar_22[2].x; + vec3 v_28; + v_28.x = tmpvar_22[0].y; + v_28.y = tmpvar_22[1].y; + v_28.z = tmpvar_22[2].y; + vec3 v_29; + v_29.x = tmpvar_22[0].z; + v_29.y = tmpvar_22[1].z; + v_29.z = tmpvar_22[2].z; + mediump float tmpvar_30; + tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_19)).z); + nh_21 = tmpvar_30; + highp float tmpvar_31; + mediump float arg1_32; + arg1_32 = (_Shininess * 128.0); + tmpvar_31 = pow (nh_21, arg1_32); + highp vec3 tmpvar_33; + tmpvar_33 = (((lm_24 * _SpecColor.xyz) * tmpvar_4) * tmpvar_31); + specColor_20 = tmpvar_33; + highp vec4 tmpvar_34; + tmpvar_34.xyz = lm_24; + tmpvar_34.w = tmpvar_31; + tmpvar_18 = tmpvar_34; + c_1.xyz = specColor_20; + mediump vec3 tmpvar_35; + tmpvar_35 = (c_1.xyz + (tmpvar_2 * tmpvar_18.xyz)); + c_1.xyz = tmpvar_35; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +Vector 16 [_Emissive_ST] +"agal_vs +c17 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaamacadaaaaeeaaaaaaaabaaaaaeeabaaaaaa mul r0.zw, a3.xyxy, c16.xyxy +abaaaaaaaaaaamaeaaaaaaopacaaaaaabaaaaaoeabaaaaaa add v0.zw, r0.wwzw, c16 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 11 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 19 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedibejfemfhbklnmcfnjkimemeldpmekneabaaaaaapiagaaaaaeaaaaaa 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_glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 440 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 432 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 436 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 440 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 440 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 444 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 448 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 452 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 456 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 460 + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_Emissive_ST] +"!!ARBvp1.0 +# 49 ALU +PARAM c[26] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..25] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[25].xyxy, c[25]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 49 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +Vector 25 [_Emissive_ST] +"vs_2_0 +; 52 ALU +def c26, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c26.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c26.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c26.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c25.xyxy, c25 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedgoompekaddockacabneljcknhbmiohababaaaaaaiaaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa 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+bbaaaaaiccaabaaaacaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaabaaaaaa +bbaaaaaiecaabaaaacaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaabaaaaaa +diaaaaahpcaabaaaadaaaaaajgacbaaaabaaaaaaegakbaaaabaaaaaabbaaaaai +bcaabaaaaeaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaadaaaaaabbaaaaai +ccaabaaaaeaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaadaaaaaabbaaaaai +ecaabaaaaeaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaadaaaaaaaaaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaaegacbaaaaeaaaaaadiaaaaahccaabaaa +abaaaaaabkaabaaaabaaaaaabkaabaaaabaaaaaadcaaaaakbcaabaaaabaaaaaa +akaabaaaabaaaaaaakaabaaaabaaaaaabkaabaiaebaaaaaaabaaaaaadcaaaaak +hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaabaaaaaaegacbaaa +acaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_21; + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_22)).z); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_4); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (tmpvar_15 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * tmpvar_15)); + c_23.w = tmpvar_30; + c_1.w = c_23.w; + c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec4 o_30; + highp vec4 tmpvar_31; + tmpvar_31 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_32; + tmpvar_32.x = tmpvar_31.x; + tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x); + o_30.xy = (tmpvar_32 + tmpvar_31.w); + o_30.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_30; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_17; + viewDir_17 = tmpvar_16; + lowp vec4 c_18; + highp float nh_19; + lowp float tmpvar_20; + tmpvar_20 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_21; + tmpvar_21 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_17)).z); + nh_19 = tmpvar_21; + mediump float arg1_22; + arg1_22 = (_Shininess * 128.0); + highp float tmpvar_23; + tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_4); + highp vec3 tmpvar_24; + tmpvar_24 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * (tmpvar_15.x * 2.0)); + c_18.xyz = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_23) * tmpvar_15.x)); + c_18.w = tmpvar_25; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +Vector 25 [_Emissive_ST] +"agal_vs +c26 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c26.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbkaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c26.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabkaaaaffabaaaaaa mul r1.xyz, r0.xyww, c26.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaabjaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c25.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabjaaaaoeabaaaaaa add v0.zw, r5.wwzw, c25 +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB 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+} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 450 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 441 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 445 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 450 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 450 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 454 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 458 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 462 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 466 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_Emissive_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjdpbodomiamihhhaemmjabndkfjbffglabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +amaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaa +alaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_10; + tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_11; + tmpvar_11 = color_6.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_12; + tmpvar_4 = _Opacity; + lowp float tmpvar_13; + mediump float lightShadowDataX_14; + highp float dist_15; + lowp float tmpvar_16; + tmpvar_16 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_15 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = _LightShadowData.x; + lightShadowDataX_14 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = max (float((dist_15 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_14); + tmpvar_13 = tmpvar_18; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_13 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_10; + tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_11; + tmpvar_11 = color_6.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_12; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_15; + tmpvar_15 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_15, ((tmpvar_13.x * 2.0) * tmpvar_14.xyz)), (tmpvar_15 * tmpvar_13.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpphegbglgmabldphbclolnckicmnfcadabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaalaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoaaeaaoejaabaaoeka +abaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahiaaaaaffiaalaaoeka +aeaaaaaeaaaaaliaakaakekaaaaaaaiaabaakeiaaeaaaaaeaaaaahiaamaaoeka +aaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaanaaoekaaeaaaaaeaaaaahia +aaaaoeiaaoaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaac +abaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahia 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+hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaal +dccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaa +aaaaaaaaalaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa +abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 446 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 451 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 455 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 459 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 463 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 467 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +Vector 19 [_Emissive_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[19].xyxy, c[19]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"vs_2_0 +; 26 ALU +def c19, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c19.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c19.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.zw, v3.xyxy, c18.xyxy, c18 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjdpbodomiamihhhaemmjabndkfjbffglabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +adamaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaaoaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaaddccabaaa +adaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +amaaaaaaogikcaaaaaaaaaaaamaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaanaaaaaakgiocaaaaaaaaaaaanaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaaldccabaaa +adaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaa +alaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaa +afaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadp +aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaaaaaaaaaa +aaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + c_1.w = 0.0; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_22; + mediump vec3 viewDir_23; + viewDir_23 = tmpvar_21; + mediump vec3 specColor_24; + highp float nh_25; + mat3 tmpvar_26; + tmpvar_26[0].x = 0.816497; + tmpvar_26[0].y = -0.408248; + tmpvar_26[0].z = -0.408248; + tmpvar_26[1].x = 0.0; + tmpvar_26[1].y = 0.707107; + tmpvar_26[1].z = -0.707107; + tmpvar_26[2].x = 0.57735; + tmpvar_26[2].y = 0.57735; + tmpvar_26[2].z = 0.57735; + mediump vec3 scalePerBasisVector_27; + mediump vec3 lm_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_28 = tmpvar_29; + lowp vec3 tmpvar_30; + tmpvar_30 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_27 = tmpvar_30; + lm_28 = (lm_28 * dot (clamp ((tmpvar_26 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_27)); + vec3 v_31; + v_31.x = tmpvar_26[0].x; + v_31.y = tmpvar_26[1].x; + v_31.z = tmpvar_26[2].x; + vec3 v_32; + v_32.x = tmpvar_26[0].y; + v_32.y = tmpvar_26[1].y; + v_32.z = tmpvar_26[2].y; + vec3 v_33; + v_33.x = tmpvar_26[0].z; + v_33.y = tmpvar_26[1].z; + v_33.z = tmpvar_26[2].z; + mediump float tmpvar_34; + tmpvar_34 = max (0.0, normalize((normalize((((scalePerBasisVector_27.x * v_31) + (scalePerBasisVector_27.y * v_32)) + (scalePerBasisVector_27.z * v_33))) + viewDir_23)).z); + nh_25 = tmpvar_34; + highp float tmpvar_35; + mediump float arg1_36; + arg1_36 = (_Shininess * 128.0); + tmpvar_35 = pow (nh_25, arg1_36); + highp vec3 tmpvar_37; + tmpvar_37 = (((lm_28 * _SpecColor.xyz) * tmpvar_4) * tmpvar_35); + specColor_24 = tmpvar_37; + highp vec4 tmpvar_38; + tmpvar_38.xyz = lm_28; + tmpvar_38.w = tmpvar_35; + tmpvar_22 = tmpvar_38; + c_1.xyz = specColor_24; + lowp vec3 tmpvar_39; + tmpvar_39 = vec3((tmpvar_15 * 2.0)); + mediump vec3 tmpvar_40; + tmpvar_40 = (c_1.xyz + (tmpvar_2 * min (tmpvar_22.xyz, tmpvar_39))); + c_1.xyz = tmpvar_40; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec4 tmpvar_8; + tmpvar_8.w = 1.0; + tmpvar_8.xyz = _WorldSpaceCameraPos; + highp vec4 o_9; + highp vec4 tmpvar_10; + tmpvar_10 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_11; + tmpvar_11.x = tmpvar_10.x; + tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x); + o_9.xy = (tmpvar_11 + tmpvar_10.w); + o_9.zw = tmpvar_4.zw; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_7 * (((_World2Object * tmpvar_8).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_9; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + c_1.w = 0.0; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_19; + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_18; + mediump vec3 specColor_21; + highp float nh_22; + mat3 tmpvar_23; + tmpvar_23[0].x = 0.816497; + tmpvar_23[0].y = -0.408248; + tmpvar_23[0].z = -0.408248; + tmpvar_23[1].x = 0.0; + tmpvar_23[1].y = 0.707107; + tmpvar_23[1].z = -0.707107; + tmpvar_23[2].x = 0.57735; + tmpvar_23[2].y = 0.57735; + tmpvar_23[2].z = 0.57735; + mediump vec3 scalePerBasisVector_24; + mediump vec3 lm_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + lm_25 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + scalePerBasisVector_24 = tmpvar_27; + lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24)); + vec3 v_28; + v_28.x = tmpvar_23[0].x; + v_28.y = tmpvar_23[1].x; + v_28.z = tmpvar_23[2].x; + vec3 v_29; + v_29.x = tmpvar_23[0].y; + v_29.y = tmpvar_23[1].y; + v_29.z = tmpvar_23[2].y; + vec3 v_30; + v_30.x = tmpvar_23[0].z; + v_30.y = tmpvar_23[1].z; + v_30.z = tmpvar_23[2].z; + mediump float tmpvar_31; + tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_20)).z); + nh_22 = tmpvar_31; + highp float tmpvar_32; + mediump float arg1_33; + arg1_33 = (_Shininess * 128.0); + tmpvar_32 = pow (nh_22, arg1_33); + highp vec3 tmpvar_34; + tmpvar_34 = (((lm_25 * _SpecColor.xyz) * tmpvar_4) * tmpvar_32); + specColor_21 = tmpvar_34; + highp vec4 tmpvar_35; + tmpvar_35.xyz = lm_25; + tmpvar_35.w = tmpvar_32; + tmpvar_19 = tmpvar_35; + c_1.xyz = specColor_21; + lowp vec3 arg1_36; + arg1_36 = ((tmpvar_15.x * 2.0) * tmpvar_16.xyz); + mediump vec3 tmpvar_37; + tmpvar_37 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_19.xyz, arg1_36), (tmpvar_19.xyz * tmpvar_15.x)))); + c_1.xyz = tmpvar_37; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +Vector 18 [_Emissive_ST] +"agal_vs +c19 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbdaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c19.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabdaaaaffabaaaaaa mul r2.xyz, r0.xyww, c19.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaamacadaaaaeeaaaaaaaabcaaaaeeabaaaaaa mul r3.zw, a3.xyxy, c18.xyxy +abaaaaaaaaaaamaeadaaaaopacaaaaaabcaaaaoeabaaaaaa add v0.zw, r3.wwzw, c18 +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 224 // 224 used size, 12 vars +Vector 176 [unity_LightmapST] 4 +Vector 192 [_MainTex_ST] 4 +Vector 208 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpphegbglgmabldphbclolnckicmnfcadabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaalaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaadaaeejaadaaeekaadaaoekaaeaaaaaeacaaadoaaeaaoejaabaaoeka +abaaookaabaaaaacaaaaahiaaeaaoekaafaaaaadabaaahiaaaaaffiaalaaoeka +aeaaaaaeaaaaaliaakaakekaaaaaaaiaabaakeiaaeaaaaaeaaaaahiaamaaoeka +aaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaanaaoekaaeaaaaaeaaaaahia +aaaaoeiaaoaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaac +abaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaaeabaaahia +acaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappjaaiaaaaad +abaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaad +aaaaapiaaaaaffjaahaaoekaaeaaaaaeaaaaapiaagaaoekaaaaaaajaaaaaoeia +aeaaaaaeaaaaapiaaiaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaajaaoeka +aaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaafaaaakaafaaaaadabaaaiia +abaaaaiaapaaaakaafaaaaadabaaafiaaaaapeiaapaaaakaacaaaaadadaaadoa +abaakkiaabaaomiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac +aaaaammaaaaaoeiaabaaaaacadaaamoaaaaaoeiappppaaaafdeieefcoeadaaaa 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+hcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +abaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaa +bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa +acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadcaaaaal +dccabaaaadaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaa +aaaaaaaaalaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa +abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaaeaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaaeaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadamaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 450 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 446 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 450 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 450 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 454 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 458 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 462 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 466 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 470 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +Vector 32 [_Emissive_ST] +"!!ARBvp1.0 +# 75 ALU +PARAM c[33] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[32].xyxy, c[32]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 75 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_Emissive_ST] +"vs_2_0 +; 78 ALU +def c32, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c32.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c32.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c32.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c32.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.zw, v3.xyxy, c31.xyxy, c31 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: 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+aaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * 2.0); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_22)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +Vector 31 [_Emissive_ST] +"agal_vs +c32 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c32.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacaaaaaaaabaaaaaa add r1, r2, c32.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacaaaaaffabaaaaaa max r0, r0, c32.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiaccaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c32.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaamacadaaaaeeaaaaaaaabpaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c31.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaabpaaaaoeabaaaaaa add v0.zw, r5.wwzw, c31 +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 144 // 144 used size, 10 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 65 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedidenleihcgofldacndpnhjclkljeofniabaaaaaapabaaaaaaeaaaaaa +daaaaaaapmafaaaaiiapaaaafabaaaaaebgpgodjmeafaaaameafaaaaaaacpopp +eiafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaahaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa +acaaacaaaiaaafaaaaaaaaaaacaabcaaahaaanaaaaaaaaaaadaaaaaaaeaabeaa +aaaaaaaaadaaamaaajaabiaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafcbaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaaeaaaaaeaaaaamoaadaaeeja +acaaeekaacaaoekaabaaaaacaaaaapiaaeaaoekaafaaaaadabaaahiaaaaaffia +bnaaoekaaeaaaaaeabaaahiabmaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahia +boaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabpaaoekaaaaappiaaaaaoeia +aiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaacaaoejaafaaaaad 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+acaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaahpcaabaaaaeaaaaaafgafbaaa +aaaaaaaaegaobaaaadaaaaaadiaaaaahpcaabaaaadaaaaaaegaobaaaadaaaaaa +egaobaaaadaaaaaaaaaaaaajpcaabaaaafaaaaaaagaabaiaebaaaaaaacaaaaaa +egiocaaaacaaaaaaacaaaaaaaaaaaaajpcaabaaaacaaaaaakgakbaiaebaaaaaa +acaaaaaaegiocaaaacaaaaaaaeaaaaaadcaaaaajpcaabaaaaeaaaaaaegaobaaa +afaaaaaaagaabaaaaaaaaaaaegaobaaaaeaaaaaadcaaaaajpcaabaaaaaaaaaaa +egaobaaaacaaaaaakgakbaaaaaaaaaaaegaobaaaaeaaaaaadcaaaaajpcaabaaa +adaaaaaaegaobaaaafaaaaaaegaobaaaafaaaaaaegaobaaaadaaaaaadcaaaaaj +pcaabaaaacaaaaaaegaobaaaacaaaaaaegaobaaaacaaaaaaegaobaaaadaaaaaa +eeaaaaafpcaabaaaadaaaaaaegaobaaaacaaaaaadcaaaaanpcaabaaaacaaaaaa +egaobaaaacaaaaaaegiocaaaacaaaaaaafaaaaaaaceaaaaaaaaaiadpaaaaiadp +aaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaaaceaaaaaaaaaiadpaaaaiadp +aaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa +aaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaaaaaaaaaaegaobaaaaaaaaaaa +aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa +egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa +aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa +acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 432 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 436 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + #line 440 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 442 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 444 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 448 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 452 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + #line 456 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 460 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_Emissive_ST] +"!!ARBvp1.0 +# 80 ALU +PARAM c[34] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..33] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[33].xyxy, c[33]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 80 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +Vector 33 [_Emissive_ST] +"vs_2_0 +; 83 ALU +def c34, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c34.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c34.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c34.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c34.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c34.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.zw, v3.xyxy, c33.xyxy, c33 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float tmpvar_15; + mediump float lightShadowDataX_16; + highp float dist_17; + lowp float tmpvar_18; + tmpvar_18 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_17 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = _LightShadowData.x; + lightShadowDataX_16 = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = max (float((dist_17 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_16); + tmpvar_15 = tmpvar_20; + highp vec3 tmpvar_21; + tmpvar_21 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_21; + lowp vec4 c_23; + highp float nh_24; + lowp float tmpvar_25; + tmpvar_25 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_26; + tmpvar_26 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_22)).z); + nh_24 = tmpvar_26; + mediump float arg1_27; + arg1_27 = (_Shininess * 128.0); + highp float tmpvar_28; + tmpvar_28 = (pow (nh_24, arg1_27) * tmpvar_4); + highp vec3 tmpvar_29; + tmpvar_29 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_25) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_28)) * (tmpvar_15 * 2.0)); + c_23.xyz = tmpvar_29; + highp float tmpvar_30; + tmpvar_30 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_28) * tmpvar_15)); + c_23.w = tmpvar_30; + c_1.w = c_23.w; + c_1.xyz = (c_23.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + highp vec4 tmpvar_7; + tmpvar_7 = (glstate_matrix_mvp * _glesVertex); + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec3 tmpvar_9; + tmpvar_9 = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_10 = tmpvar_1.xyz; + tmpvar_11 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_12; + tmpvar_12[0].x = tmpvar_10.x; + tmpvar_12[0].y = tmpvar_11.x; + tmpvar_12[0].z = tmpvar_2.x; + tmpvar_12[1].x = tmpvar_10.y; + tmpvar_12[1].y = tmpvar_11.y; + tmpvar_12[1].z = tmpvar_2.y; + tmpvar_12[2].x = tmpvar_10.z; + tmpvar_12[2].y = tmpvar_11.z; + tmpvar_12[2].z = tmpvar_2.z; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_12 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_13; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_15; + tmpvar_15.w = 1.0; + tmpvar_15.xyz = tmpvar_9; + mediump vec3 tmpvar_16; + mediump vec4 normal_17; + normal_17 = tmpvar_15; + highp float vC_18; + mediump vec3 x3_19; + mediump vec3 x2_20; + mediump vec3 x1_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAr, normal_17); + x1_21.x = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAg, normal_17); + x1_21.y = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHAb, normal_17); + x1_21.z = tmpvar_24; + mediump vec4 tmpvar_25; + tmpvar_25 = (normal_17.xyzz * normal_17.yzzx); + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBr, tmpvar_25); + x2_20.x = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBg, tmpvar_25); + x2_20.y = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = dot (unity_SHBb, tmpvar_25); + x2_20.z = tmpvar_28; + mediump float tmpvar_29; + tmpvar_29 = ((normal_17.x * normal_17.x) - (normal_17.y * normal_17.y)); + vC_18 = tmpvar_29; + highp vec3 tmpvar_30; + tmpvar_30 = (unity_SHC.xyz * vC_18); + x3_19 = tmpvar_30; + tmpvar_16 = ((x1_21 + x2_20) + x3_19); + shlight_3 = tmpvar_16; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_31; + tmpvar_31 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosX0 - tmpvar_31.x); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosY0 - tmpvar_31.y); + highp vec4 tmpvar_34; + tmpvar_34 = (unity_4LightPosZ0 - tmpvar_31.z); + highp vec4 tmpvar_35; + tmpvar_35 = (((tmpvar_32 * tmpvar_32) + (tmpvar_33 * tmpvar_33)) + (tmpvar_34 * tmpvar_34)); + highp vec4 tmpvar_36; + tmpvar_36 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_32 * tmpvar_9.x) + (tmpvar_33 * tmpvar_9.y)) + (tmpvar_34 * tmpvar_9.z)) * inversesqrt(tmpvar_35))) * (1.0/((1.0 + (tmpvar_35 * unity_4LightAtten0))))); + highp vec3 tmpvar_37; + tmpvar_37 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_36.x) + (unity_LightColor[1].xyz * tmpvar_36.y)) + (unity_LightColor[2].xyz * tmpvar_36.z)) + (unity_LightColor[3].xyz * tmpvar_36.w))); + tmpvar_6 = tmpvar_37; + highp vec4 o_38; + highp vec4 tmpvar_39; + tmpvar_39 = (tmpvar_7 * 0.5); + highp vec2 tmpvar_40; + tmpvar_40.x = tmpvar_39.x; + tmpvar_40.y = (tmpvar_39.y * _ProjectionParams.x); + o_38.xy = (tmpvar_40 + tmpvar_39.w); + o_38.zw = tmpvar_7.zw; + gl_Position = tmpvar_7; + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_12 * (((_World2Object * tmpvar_14).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = o_38; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_17; + viewDir_17 = tmpvar_16; + lowp vec4 c_18; + highp float nh_19; + lowp float tmpvar_20; + tmpvar_20 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_21; + tmpvar_21 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_17)).z); + nh_19 = tmpvar_21; + mediump float arg1_22; + arg1_22 = (_Shininess * 128.0); + highp float tmpvar_23; + tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_4); + highp vec3 tmpvar_24; + tmpvar_24 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * (tmpvar_15.x * 2.0)); + c_18.xyz = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_23) * tmpvar_15.x)); + c_18.w = tmpvar_25; + c_1.w = c_18.w; + c_1.xyz = (c_18.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +Vector 33 [_Emissive_ST] +"agal_vs +c34 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c34.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaaccaaaaaaabaaaaaa add r1, r2, c34.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaaccaaaaffabaaaaaa max r0, r0, c34.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacccaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c34.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaaccaaaakkabaaaaaa mul r1.xyz, r0.xyww, c34.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaamacadaaaaeeaaaaaaaacbaaaaeeabaaaaaa mul r5.zw, a3.xyxy, c33.xyxy +abaaaaaaaaaaamaeafaaaaopacaaaaaacbaaaaoeabaaaaaa add v0.zw, r5.wwzw, c33 +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 208 // 208 used size, 11 vars +Vector 176 [_MainTex_ST] 4 +Vector 192 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 70 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedmoicdgdcaldcecnoheeggjjmnjdjiinlabaaaaaaombbaaaaaeaaaaaa +daaaaaaaeiagaaaagmbaaaaadebbaaaaebgpgodjbaagaaaabaagaaaaaaacpopp +jeafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaalaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaabaaafaaaaaaaaaa +acaaacaaaiaaagaaaaaaaaaaacaabcaaahaaaoaaaaaaaaaaadaaaaaaaeaabfaa +aaaaaaaaadaaamaaajaabjaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafccaaapka +aaaaiadpaaaaaaaaaaaaaadpaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaaeaaaaaeaaaaamoaadaaeeja +acaaeekaacaaoekaabaaaaacaaaaapiaafaaoekaafaaaaadabaaahiaaaaaffia +boaaoekaaeaaaaaeabaaahiabnaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahia 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gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 441 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 445 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 450 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 452 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 454 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 458 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 462 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 466 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 470 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_6 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_19)).z); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_4); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (shadow_15 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * shadow_15)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 450 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 441 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 445 + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 450 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 450 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 454 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 458 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 462 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + #line 466 + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_10; + tmpvar_10 = (((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w) + ((tmpvar_9.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_11; + tmpvar_11 = color_6.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_12; + tmpvar_4 = _Opacity; + lowp float shadow_13; + lowp float tmpvar_14; + tmpvar_14 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_15; + tmpvar_15 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x))); + shadow_13 = tmpvar_15; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_13 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 446 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 451 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 455 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 459 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 463 + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 467 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + c_1.w = 0.0; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_19; + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_18; + mediump vec3 specColor_21; + highp float nh_22; + mat3 tmpvar_23; + tmpvar_23[0].x = 0.816497; + tmpvar_23[0].y = -0.408248; + tmpvar_23[0].z = -0.408248; + tmpvar_23[1].x = 0.0; + tmpvar_23[1].y = 0.707107; + tmpvar_23[1].z = -0.707107; + tmpvar_23[2].x = 0.57735; + tmpvar_23[2].y = 0.57735; + tmpvar_23[2].z = 0.57735; + mediump vec3 scalePerBasisVector_24; + mediump vec3 lm_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_25 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_24 = tmpvar_27; + lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24)); + vec3 v_28; + v_28.x = tmpvar_23[0].x; + v_28.y = tmpvar_23[1].x; + v_28.z = tmpvar_23[2].x; + vec3 v_29; + v_29.x = tmpvar_23[0].y; + v_29.y = tmpvar_23[1].y; + v_29.z = tmpvar_23[2].y; + vec3 v_30; + v_30.x = tmpvar_23[0].z; + v_30.y = tmpvar_23[1].z; + v_30.z = tmpvar_23[2].z; + mediump float tmpvar_31; + tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_20)).z); + nh_22 = tmpvar_31; + highp float tmpvar_32; + mediump float arg1_33; + arg1_33 = (_Shininess * 128.0); + tmpvar_32 = pow (nh_22, arg1_33); + highp vec3 tmpvar_34; + tmpvar_34 = (((lm_25 * _SpecColor.xyz) * tmpvar_4) * tmpvar_32); + specColor_21 = tmpvar_34; + highp vec4 tmpvar_35; + tmpvar_35.xyz = lm_25; + tmpvar_35.w = tmpvar_32; + tmpvar_19 = tmpvar_35; + c_1.xyz = specColor_21; + lowp vec3 tmpvar_36; + tmpvar_36 = vec3((shadow_15 * 2.0)); + mediump vec3 tmpvar_37; + tmpvar_37 = (c_1.xyz + (tmpvar_2 * min (tmpvar_19.xyz, tmpvar_36))); + c_1.xyz = tmpvar_37; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 450 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 446 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 428 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 450 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 450 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 454 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 458 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 462 + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + #line 466 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + #line 470 + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + highp vec4 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + tmpvar_4.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_4.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_5 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_6 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_6 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_6 = tmpvar_36; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_4; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_5; + xlv_TEXCOORD3 = tmpvar_6; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_11; + tmpvar_11 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_10.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_12; + tmpvar_12 = color_7.xyz; + tmpvar_2 = tmpvar_12; + tmpvar_3 = tmpvar_11; + highp float tmpvar_13; + tmpvar_13 = color_7.w; + tmpvar_4 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_14; + tmpvar_5 = _Opacity; + lowp float shadow_15; + lowp float tmpvar_16; + tmpvar_16 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_17; + tmpvar_17 = (_LightShadowData.x + (tmpvar_16 * (1.0 - _LightShadowData.x))); + shadow_15 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_18; + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_19)).z); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_4); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (shadow_15 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * shadow_15)); + c_20.w = tmpvar_27; + c_1.w = c_20.w; + c_1.xyz = (c_20.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + #line 433 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 437 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 441 + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + #line 445 + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 450 + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 397 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 419 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 396 +uniform highp vec4 _RimColor; +#line 404 +#line 429 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 412 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 416 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 452 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 454 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 458 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 462 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + #line 466 + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + #line 470 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 17 to 47, TEX: 2 to 5 +// d3d9 - ALU: 20 to 51, TEX: 2 to 5 +// d3d11 - ALU: 13 to 36, TEX: 2 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 13 to 36, TEX: 2 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 34 ALU, 2 TEX +PARAM c[8] = { program.local[0..6], + { 1, 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MOV R1.xyz, fragment.texcoord[2]; +MAD R1.xyz, fragment.texcoord[1], R1.w, R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[7].z; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[7].y; +POW R2.w, R1.x, R1.z; +MOV R1, c[1]; +MUL R0.w, R0, R2; +MUL R1.w, R1, c[0]; +MAX R2.w, fragment.texcoord[2].z, c[7].y; +MUL R3.xyz, R0, c[0]; +MUL R3.xyz, R3, R2.w; +MUL R1.xyz, R1, c[0]; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +MAD R1.xyz, R1, R0.w, R3; +MUL R1.xyz, R1, c[7].w; +MAD R0.xyz, R0, fragment.texcoord[3], R1; +MUL R1.xyz, R2, c[3]; +RSQ R2.w, R2.w; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +ADD R2.w, -R2, c[7].x; +MUL R2.xyz, R1, c[3].w; +POW R2.w, R2.w, c[5].x; +MUL R1.xyz, R2.w, c[6]; +MAD R1.xyz, R1, c[6].w, R2; +MAD result.color.xyz, R1, c[4].x, R0; +MAD result.color.w, R0, R1, c[4].x; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +"ps_2_0 +; 42 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c7, 1.00000000, 0.00000000, 128.00000000, 2.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r3.x, t1, t1 +mov_pp r1.xyz, t2 +mov r0.y, t0.w +mov r0.x, t0.z +rsq r3.x, r3.x +mul_pp r5.xyz, r2, c0 +mov_pp r0.w, c0 +texld r4, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r0.x, r0.x +mul_pp r0.z, r0.x, r0 +max_pp r0.x, r0.z, c7.y +mov_pp r1.x, c2 +mul_sat r0.z, r3.x, t1 +mul_pp r1.x, c7.z, r1 +pow r3.w, r0.x, r1.x +add r0.x, -r0.z, c7 +pow_pp r1.w, r0.x, c5.x +mov_pp r0.x, r1.w +mul r4.xyz, r4, c3 +mul r1.xyz, r4, c3.w +mul r0.xyz, r0.x, c6 +mad r4.xyz, r0, c6.w, r1 +mov r0.x, r3.w +max_pp r1.x, t2.z, c7.y +mov_pp r3.xyz, c0 +mul r0.x, r2.w, r0 +mul_pp r3.xyz, c1, r3 +mul_pp r1.xyz, r5, r1.x +mad r1.xyz, r3, r0.x, r1 +mul r3.xyz, r1, c7.w +mul_pp r1.x, c1.w, r0.w +mad r0.w, r0.x, r1.x, c4.x +mad_pp r2.xyz, r2, t3, r3 +mad_pp r0.xyz, r4, c4.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedaklikdicldflcfadegndneaohologghnabaaaaaaheafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa 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+bkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaa +igadbaaaaaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaa +diaaaaajpcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaa +dcaaaaakiccabaaaaaaaaaaadkaabaaaadaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaafaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaa +aaaaaaaadiaaaaaihcaabaaaadaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa +abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaa +egacbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +"agal_ps +c7 1.0 0.0 128.0 2.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaadaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r3.x, v1, v1 +aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2 +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +akaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r3.x, r3.x +adaaaaaaafaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r5.xyz, r2.xyzz, c0 +aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0 +ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z +ahaaaaaaaaaaabacaaaaaakkacaaaaaaahaaaaffabaaaaaa max r0.x, r0.z, c7.y +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +adaaaaaaaaaaaeacadaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r3.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaabaaabacahaaaakkabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.z, r1.x +alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r3, r0.x, r1.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaahaaaaoeabaaaaaa add r0.x, r1.w, c7 +alaaaaaaabaaapacaaaaaaaaacaaaaaaafaaaaaaabaaaaaa pow r1, r0.x, c5.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaaoeabaaaaaa mul r4.xyz, r4.xyzz, c3 +adaaaaaaabaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r4.xyzz, c3.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r0.x, c6 +adaaaaaaaeaaahacaaaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r0.xyzz, c6.w +abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +ahaaaaaaabaaabacacaaaakkaeaaaaaaahaaaaffabaaaaaa max r1.x, v2.z, c7.y +aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0 +adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x +adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz +adaaaaaaabaaahacafaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r5.xyzz, r1.x +adaaaaaaafaaahacadaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r5.xyz, r3.xyzz, r0.x +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacabaaaakeacaaaaaaahaaaappabaaaaaa mul r3.xyz, r1.xyzz, c7.w +adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w +adaaaaaaaaaaaiacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.w, r0.x, r1.x +abaaaaaaaaaaaiacaaaaaappacaaaaaaaeaaaaaaabaaaaaa add r0.w, r0.w, c4.x +adaaaaaaacaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r2.xyzz, v3 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +adaaaaaaaaaaahacaeaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r4.xyzz, c4.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 144 // 112 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhfkhkaljicjdjjbincgpcpepinioajfeabaaaaaaeiaiaaaaaeaaaaaa +daaaaaaaaaadaaaaheahaaaabeaiaaaaebgpgodjmiacaaaamiacaaaaaaacpppp +jaacaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaabaaagaaaaaaaaaaaaaaaaacppppfbaaaaafagaaapkaaaaaiadp +aaaaaaaaaaaaaaedaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaacaaaaabiaaaaakkla +abaaaaacaaaaaciaaaaapplaecaaaaadabaacpiaaaaaoelaaaaioekaecaaaaad +aaaaapiaaaaaoeiaabaioekaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaac +aaaaaiiaaaaappiaabaaaaacacaaahiaabaaoelaaeaaaaaeacaachiaacaaoeia +aaaappiaacaaoelaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciia 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+aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaaacaaaaaaagaabaaa +aaaaaaaaagbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa +aaaaaaaiccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaa +igadbaaaaaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaa +diaaaaajpcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaa +dcaaaaakiccabaaaaaaaaaaadkaabaaaadaaaaaaakaabaaaaaaaaaaaakiacaaa +aaaaaaaaafaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaa +aaaaaaaadiaaaaaihcaabaaaadaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa +abaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaa +egacbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 17 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R2.xyz, R2, c[0]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[4].y; +MUL R0.xyz, R0.w, R0; +MUL R3.xyz, R2, c[0].w; +POW R1.w, R1.w, c[2].x; +MUL R2.xyz, R1.w, c[3]; +MAD R2.xyz, R2, c[3].w, R3; +MUL R2.xyz, R2, c[1].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[4].x, R2; +MOV result.color.w, c[1].x; +END +# 17 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 20 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c4, 1.00000000, 8.00000000, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r4, t0, s0 +texld r1, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r1, r4 +mov_pp r0.w, c1.x +texld r3, r0, s1 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +mul r3.xyz, r3, c0 +mul r2.xyz, r3, c0.w +mul r0.xyz, r0.x, c3 +mad r0.xyz, r0, c3.w, r2 +mul_pp r0.xyz, r0, c1.x +mad_pp r0.xyz, r1, c4.y, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbadkaofpibicnhhgfkbjbdnbhobmihbbabaaaaaaneadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcoeacaaaaeaaaaaaaljaaaaaafjaaaaaeegiocaaa +aaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c4 1.0 8.0 0.0 0.0 +[bc] +ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r4.xyzz +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +adaaaaaaacaaahacadaaaakeacaaaaaaaaaaaappabaaaaaa mul r2.xyz, r3.xyzz, c0.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c4.y +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +// 20 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedppbklekhaaooepglijkkheipcchfoghmabaaaaaaliafaaaaaeaaaaaa +daaaaaaabaacaaaapmaeaaaaieafaaaaebgpgodjniabaaaaniabaaaaaaacpppp +jmabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaaeaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaaiaaaaadaaaaaiia +abaaoelaabaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaia +abaakklaacaaaaadaaaacbiaaaaaaaibadaaaakacaaaaaadabaaaiiaaaaaaaia +abaaffkaafaaaaadaaaaahiaabaappiaacaaoekaabaaaaacabaaabiaaaaakkla +abaaaaacabaaaciaaaaapplaecaaaaadabaaapiaabaaoeiaabaioekaecaaaaad +acaacpiaacaaoelaacaioekaecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaad +abaaahiaabaaoeiaaaaaoekaafaaaaadabaaahiaabaaoeiaaaaappkaaeaaaaae +aaaachiaaaaaoeiaacaappkaabaaoeiaafaaaaadaaaachiaaaaaoeiaabaaaaka +afaaaaadaaaaciiaacaappiaadaaffkaafaaaaadabaachiaacaaoeiaaaaappia +aeaaaaaeaaaachiaadaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciiaabaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcoeacaaaaeaaaaaaaljaaaaaa +fjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +dcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaaj +hccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaafaaaaaadoaaaaabejfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 41 ALU, 4 TEX +PARAM c[10] = { program.local[0..5], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TEX R2, fragment.texcoord[2], texture[3], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, c[6].z; +MUL R4.xyz, R2.y, c[9]; +MAD R4.xyz, R2.x, c[8], R4; +MAD R4.xyz, R2.z, c[7], R4; +DP3 R2.w, R4, R4; +RSQ R3.w, R2.w; +MUL R1.xyz, R1.w, R1; +DP3 R2.x, R2, c[6].y; +MUL R1.xyz, R1, R2.x; +MUL R1.xyz, R1, c[6].z; +MUL R2.xyz, R1, c[0]; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +MOV R1.w, c[7]; +RSQ R2.w, R2.w; +MUL R4.xyz, R3.w, R4; +MAD R4.xyz, fragment.texcoord[1], R2.w, R4; +DP3 R2.w, R4, R4; +RSQ R2.w, R2.w; +MUL R2.w, R2, R4.z; +MUL R1.w, R1, c[1].x; +MAX R2.w, R2, c[6]; +POW R2.w, R2.w, R1.w; +MUL R2.xyz, R0.w, R2; +MUL R2.xyz, R2, R2.w; +MAD R0.xyz, R0, R1, R2; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R1.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[6].x; +MUL R1.xyz, R3, c[2]; +POW R0.w, R0.w, c[4].x; +MUL R1.xyz, R1, c[2].w; +MUL R2.xyz, R0.w, c[5]; +MAD R1.xyz, R2, c[5].w, R1; +MAD result.color.xyz, R1, c[3].x, R0; +MOV result.color.w, c[3].x; +END +# 41 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 46 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +def c9, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r2, t2, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r5, r0, s1 +texld r0, t2, s3 +mul_pp r0.xyz, r0.w, r0 +mul_pp r6.xyz, r0, c6.y +mul r0.xyz, r6.y, c7 +mad r0.xyz, r6.x, c8, r0 +mad r4.xyz, r6.z, c9, r0 +dp3 r0.x, r4, r4 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r4 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c6.w +mul_pp r0.x, c7.w, r0 +pow r4.w, r1.x, r0.x +mul_pp r1.xyz, r2.w, r2 +dp3_pp r0.x, r6, c6.z +mul_pp r0.xyz, r1, r0.x +dp3 r1.x, t1, t1 +mul_pp r2.xyz, r0, c6.y +mov r0.x, r4.w +mul_pp r4.xyz, r2, c0 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +mul_pp r4.xyz, r3.w, r4 +mul r1.xyz, r4, r0.x +add r0.x, -r0.z, c6 +mad_pp r2.xyz, r3, r2, r1 +pow_pp r1.w, r0.x, c4.x +mov_pp r0.x, r1.w +mul r3.xyz, r5, c2 +mul r1.xyz, r3, c2.w +mul r0.xyz, r0.x, c5 +mad r0.xyz, r0, c5.w, r1 +mov_pp r0.w, c3.x +mad_pp r0.xyz, r0, c3.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 43 instructions, 4 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddlcnkljjjilbcmibknpkeoildphapchiabaaaaaakmagaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclmafaaaaeaaaaaaagpabaaaafjaaaaaeegiocaaa +aaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaa +agaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa +abaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaaaaaaaaaa +aceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaabaaaaaah +ccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaah +pcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaajocaabaaa +aaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaadgcaaaaf +bcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaia +ebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaa +abaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaahccaabaaa +aaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaa +aaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaa +cpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaakgakbaaaaaaaaaaa +diaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaadiaaaaai +hcaabaaaacaaaaaaigadbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaadaaaaaadiaaaaah +ncaabaaaaaaaaaaaagaobaaaaaaaaaaaagajbaaaadaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaaeaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaeaaaaaa +dcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaagaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaafaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"agal_ps +c6 1.0 8.0 0.57735 0.0 +c7 -0.408248 0.707107 0.57735 128.0 +c8 0.816497 0.0 0.57735 0.0 +c9 -0.408248 -0.707107 0.57735 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaagaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r6.xyz, r0.xyzz, c6.y +adaaaaaaaaaaahacagaaaaffacaaaaaaahaaaaoeabaaaaaa mul r0.xyz, r6.y, c7 +adaaaaaaabaaahacagaaaaaaacaaaaaaaiaaaaoeabaaaaaa mul r1.xyz, r6.x, c8 +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +adaaaaaaaeaaahacagaaaakkacaaaaaaajaaaaoeabaaaaaa mul r4.xyz, r6.z, c9 +abaaaaaaaeaaahacaeaaaakeacaaaaaaaaaaaakeacaaaaaa add r4.xyz, r4.xyzz, r0.xyzz +bcaaaaaaaaaaabacaeaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 r0.x, r4.xyzz, r4.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaakeacaaaaaa mul r1.xyz, r1.x, r4.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c1 +ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaappabaaaaaa max r1.x, r0.z, c6.w +adaaaaaaaaaaabacahaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c7.w, r0.x +alaaaaaaaeaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r4, r1.x, r0.x +adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz +bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakkabaaaaaa dp3 r0.x, r6.xyzz, c6.z +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +adaaaaaaacaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c6.y +aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x +adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaaeaaahacadaaaappacaaaaaaaeaaaakeacaaaaaa mul r4.xyz, r3.w, r4.xyzz +adaaaaaaabaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r0.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r0.x, r1.w, c6 +adaaaaaaacaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r2.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r2.xyz, r2.xyzz, r1.xyzz +alaaaaaaabaaapacaaaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r1, r0.x, c4.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaadaaahacafaaaakeacaaaaaaacaaaaoeabaaaaaa mul r3.xyz, r5.xyzz, c2 +adaaaaaaabaaahacadaaaakeacaaaaaaacaaaappabaaaaaa mul r1.xyz, r3.xyzz, c2.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r0.xyz, r0.x, c5 +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r0.xyzz, c5.w +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 43 instructions, 4 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhdfhjnickghmaifcjiggoodocgofapglabaaaaaaemakaaaaaeaaaaaa +daaaaaaammadaaaajaajaaaabiakaaaaebgpgodjjeadaaaajeadaaaaaaacpppp +feadaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaafaaaaaaaaaaaaaaaaacppppfbaaaaaf +afaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafagaaapkaolaffbdp +aaaaaaaadkmnbddpaaaaaaaafbaaaaafahaaapkaomafnblopdaedfdpdkmnbddp +aaaaaaedfbaaaaafaiaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaadla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkaabaaaaacaaaaabiaaaaakklaabaaaaac +aaaaaciaaaaapplaecaaaaadabaacpiaacaaoelaadaioekaecaaaaadacaacpia +acaaoelaacaioekaecaaaaadadaacpiaaaaaoelaaaaioekaecaaaaadaaaaapia +aaaaoeiaabaioekaafaaaaadaaaaciiaabaappiaafaaffkaafaaaaadabaachia +abaaoeiaaaaappiaafaaaaadaeaaahiaabaaffiaahaaoekaaeaaaaaeaeaaahia +abaaaaiaagaaoekaaeaaoeiaaeaaaaaeaeaaahiaabaakkiaaiaaoekaaeaaoeia +aiaaaaadaaaaciiaafaakkkaabaaoeiaaiaaaaadaeaaaiiaaeaaoeiaaeaaoeia +ahaaaaacaeaaaiiaaeaappiaaiaaaaadabaaabiaabaaoelaabaaoelaahaaaaac +abaaabiaabaaaaiaafaaaaadabaacoiaabaaaaiaabaabllaafaaaaadabaabbia +abaaaaiaabaakklaacaaaaadabaacbiaabaaaaibafaaaakacaaaaaadafaaaiia +abaaaaiaadaaffkaafaaaaadafaaahiaafaappiaaeaaoekaaeaaaaaeabaachia +aeaaoeiaaeaappiaabaabliaaiaaaaadafaaciiaabaaoeiaabaaoeiaahaaaaac +afaaciiaafaappiaafaaaaadafaaciiaabaakkiaafaappiaalaaaaadabaaabia +afaappiaafaappkaabaaaaacafaaaiiaahaappkaafaaaaadafaaaiiaafaappia +abaaaakacaaaaaadaeaacbiaabaaaaiaafaappiaafaaaaadacaaciiaacaappia +afaaffkaafaaaaadabaachiaacaaoeiaacaappiaafaaaaadabaachiaaaaappia +abaaoeiaafaaaaadacaachiaabaaoeiaaaaaoekaafaaaaadacaaahiaadaappia +acaaoeiaafaaaaadabaachiaabaaoeiaadaaoeiaaeaaaaaeabaachiaacaaoeia +aeaaaaiaabaaoeiaafaaaaadaaaaahiaaaaaoeiaacaaoekaafaaaaadaaaaahia +aaaaoeiaacaappkaaeaaaaaeaaaachiaafaaoeiaaeaappkaaaaaoeiaaeaaaaae +aaaachiaaaaaoeiaadaaaakaabaaoeiaabaaaaacaaaaciiaadaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefclmafaaaaeaaaaaaagpabaaaafjaaaaae +egiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaa +egbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaa +aaaaaaaaafaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaakgakbaaa +aaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaa +diaaaaaihcaabaaaacaaaaaaigadbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaadaaaaaa +diaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaaagajbaaaadaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +agaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +agiacaaaaaaaaaaaafaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaafaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 37 ALU, 3 TEX +PARAM c[8] = { program.local[0..6], + { 1, 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R1, fragment.texcoord[0], texture[0], 2D; +TEX R0.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +TXP R3.x, fragment.texcoord[4], texture[2], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R0.xyz, R0, c[3]; +RSQ R0.w, R0.w; +MOV R2.xyz, fragment.texcoord[2]; +MAD R2.xyz, fragment.texcoord[1], R0.w, R2; +DP3 R0.w, R2, R2; +RSQ R0.w, R0.w; +MUL R2.x, R0.w, R2.z; +MOV R2.y, c[7].z; +MUL R0.w, R2.y, c[2].x; +MAX R2.x, R2, c[7].y; +POW R0.w, R2.x, R0.w; +MUL R0.w, R1, R0; +MOV R2, c[1]; +MAX R1.w, fragment.texcoord[2].z, c[7].y; +MUL R3.yzw, R1.xxyz, c[0].xxyz; +MUL R3.yzw, R3, R1.w; +MUL R2.xyz, R2, c[0]; +MAD R2.xyz, R2, R0.w, R3.yzww; +MUL R3.y, R3.x, c[7].w; +MUL R2.xyz, R2, R3.y; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +MAD R1.xyz, R1, fragment.texcoord[3], R2; +RSQ R1.w, R1.w; +MUL_SAT R2.x, R1.w, fragment.texcoord[1].z; +MUL R1.w, R2, c[0]; +ADD R2.x, -R2, c[7]; +POW R2.x, R2.x, c[5].x; +MUL R0.w, R0, R1; +MUL R0.xyz, R0, c[3].w; +MUL R2.xyz, R2.x, c[6]; +MAD R0.xyz, R2, c[6].w, R0; +MAD result.color.xyz, R0, c[4].x, R1; +MAD result.color.w, R3.x, R0, c[4].x; +END +# 37 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"ps_2_0 +; 44 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c7, 1.00000000, 0.00000000, 128.00000000, 2.00000000 +dcl t0 +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texldp r5, t4, s2 +texld r2, t0, s0 +dp3 r3.x, t1, t1 +mov_pp r1.xyz, t2 +mov r0.y, t0.w +mov r0.x, t0.z +rsq r3.x, r3.x +mul_pp r6.xyz, r2, c0 +mov_pp r0.w, c0 +texld r4, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r0.x, r0.x +mul_pp r0.z, r0.x, r0 +max_pp r0.x, r0.z, c7.y +mov_pp r1.x, c2 +mul_sat r0.z, r3.x, t1 +mul_pp r1.x, c7.z, r1 +pow r3.w, r0.x, r1.x +add r0.x, -r0.z, c7 +pow_pp r1.w, r0.x, c5.x +mov_pp r0.x, r1.w +mul r4.xyz, r4, c3 +mul r1.xyz, r4, c3.w +mul r0.xyz, r0.x, c6 +mad r4.xyz, r0, c6.w, r1 +mov r0.x, r3.w +max_pp r1.x, t2.z, c7.y +mov_pp r3.xyz, c0 +mul_pp r1.xyz, r6, r1.x +mul_pp r3.xyz, c1, r3 +mul r0.x, r2.w, r0 +mad r6.xyz, r3, r0.x, r1 +mul_pp r1.x, c1.w, r0.w +mul r0.x, r0, r1 +mul_pp r3.x, r5, c7.w +mul r3.xyz, r6, r3.x +mad r0.w, r5.x, r0.x, c4.x +mad_pp r1.xyz, r2, t3, r3 +mad_pp r0.xyz, r4, c4.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 208 // 176 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 37 instructions, 4 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbfjbkafjpgfdklnniilbpajgcbpbapjjabaaaaaabaagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcpaaeaaaa +eaaaaaaadmabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaad +lcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaaacaaaaaaagaabaaa +aaaaaaaaagbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa +aaaaaaaiccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +aaaaaaaaakaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaakaaaaaaegacbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaa +igadbaaaaaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaa +deaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaa +diaaaaajpcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaa +acaaaaaadiaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaadaaaaaa +deaaaaahicaabaaaabaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaai +hcaabaaaadaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaadaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaah +dcaabaaaadaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaa +adaaaaaaegaabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaabaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadcaaaaakiccabaaa +aaaaaaaadkaabaaaaaaaaaaaakaabaaaadaaaaaaakiacaaaaaaaaaaaajaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaa +acaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa +ajaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Vector 3 [_EmissiveColor] +Float 4 [_Opacity] +Float 5 [_RimFalloff] +Vector 6 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +"agal_ps +c7 1.0 0.0 128.0 2.0 +[bc] +aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r5, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaadaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r3.x, v1, v1 +aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2 +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +akaaaaaaadaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r3.x, r3.x +adaaaaaaagaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r6.xyz, r2.xyzz, c0 +aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0 +ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z +ahaaaaaaaaaaabacaaaaaakkacaaaaaaahaaaaffabaaaaaa max r0.x, r0.z, c7.y +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +adaaaaaaaaaaaeacadaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r3.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaabaaabacahaaaakkabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.z, r1.x +alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r3, r0.x, r1.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaahaaaaoeabaaaaaa add r0.x, r1.w, c7 +alaaaaaaabaaapacaaaaaaaaacaaaaaaafaaaaaaabaaaaaa pow r1, r0.x, c5.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaeaaahacaeaaaakeacaaaaaaadaaaaoeabaaaaaa mul r4.xyz, r4.xyzz, c3 +adaaaaaaabaaahacaeaaaakeacaaaaaaadaaaappabaaaaaa mul r1.xyz, r4.xyzz, c3.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r0.x, c6 +adaaaaaaaeaaahacaaaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r0.xyzz, c6.w +abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +ahaaaaaaabaaabacacaaaakkaeaaaaaaahaaaaffabaaaaaa max r1.x, v2.z, c7.y +aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0 +adaaaaaaabaaahacagaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r6.xyzz, r1.x +adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz +adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x +adaaaaaaagaaahacadaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r6.xyz, r3.xyzz, r0.x +abaaaaaaagaaahacagaaaakeacaaaaaaabaaaakeacaaaaaa add r6.xyz, r6.xyzz, r1.xyzz +adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.x, r0.x, r1.x +adaaaaaaadaaabacafaaaaaaacaaaaaaahaaaappabaaaaaa mul r3.x, r5.x, c7.w +adaaaaaaadaaahacagaaaakeacaaaaaaadaaaaaaacaaaaaa mul r3.xyz, r6.xyzz, r3.x +adaaaaaaaaaaaiacafaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.w, r5.x, r0.x +abaaaaaaaaaaaiacaaaaaappacaaaaaaaeaaaaaaabaaaaaa add r0.w, r0.w, c4.x +adaaaaaaabaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r2.xyzz, v3 +abaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaaaaaahacaeaaaakeacaaaaaaaeaaaaaaabaaaaaa mul r0.xyz, r4.xyzz, c4.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 208 // 176 used size, 11 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +// 37 instructions, 4 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedifcpfkikiijdpifnfojbplmjgojahiknabaaaaaafiajaaaaaeaaaaaa +daaaaaaaheadaaaagmaiaaaaceajaaaaebgpgodjdmadaaaadmadaaaaaaacpppp +peacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +aaababaaabacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaaeaaacaaaaaaaaaa +aaacppppfbaaaaafagaaapkaaaaaiadpaaaaaaaaaaaaaaedaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachla +bpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaaja +aaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaac +aaaaabiaaaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaaeaappla +afaaaaadabaaadiaaaaakkiaaeaaoelaecaaaaadaaaaapiaaaaaoeiaacaioeka +ecaaaaadacaacpiaaaaaoelaabaioekaecaaaaadabaacpiaabaaoeiaaaaioeka +afaaaaadaaaaahiaaaaaoeiaadaaoekaafaaaaadaaaaahiaaaaaoeiaadaappka +aiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaad +abaabciaaaaappiaabaakklaabaaaaacadaaahiaabaaoelaaeaaaaaeadaachia +adaaoeiaaaaappiaacaaoelaacaaaaadaaaaciiaabaaffibagaaaakacaaaaaad +adaaaiiaaaaappiaaeaaffkaafaaaaadabaaaoiaadaappiaafaablkaaeaaaaae +aaaachiaabaabliaafaappkaaaaaoeiaaiaaaaadaaaaciiaadaaoeiaadaaoeia +ahaaaaacaaaaciiaaaaappiaafaaaaadaaaaciiaaaaappiaadaakkiaalaaaaad +abaaaciaaaaappiaagaaffkaabaaaaacaaaaaiiaagaakkkaafaaaaadaaaaaiia +aaaappiaacaaaakacaaaaaadadaaabiaabaaffiaaaaappiaafaaaaadaaaaaiia +acaappiaadaaaaiaabaaaaacadaaapiaaaaaoekaafaaaaadabaaaoiaadaablia +abaablkaafaaaaadabaaaoiaaaaappiaabaaoeiaalaaaaadacaaciiaacaakkla +agaaffkaafaaaaadadaachiaacaaoeiaaaaaoekaafaaaaadacaachiaacaaoeia +adaaoelaaeaaaaaeabaaaoiaadaabliaacaappiaabaaoeiaacaaaaadacaaaiia +abaaaaiaabaaaaiaaeaaaaaeabaacoiaabaaoeiaacaappiaacaabliaaeaaaaae +acaachiaaaaaoeiaaeaaaakaabaabliaafaaaaadaaaaabiaadaappiaabaappka +afaaaaadaaaaabiaaaaappiaaaaaaaiaaeaaaaaeacaaciiaaaaaaaiaabaaaaia +aeaaaakaabaaaaacaaaicpiaacaaoeiappppaaaafdeieefcpaaeaaaaeaaaaaaa +dmabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagcbaaaadlcbabaaa +afaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaaacaaaaaaagaabaaaaaaaaaaa +agbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaaaaaaaaai +ccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaa +akaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa +aaaaaaaaaiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaa +aaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +aaaaaaaaakaaaaaaegacbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaigadbaaa +aaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaaj +pcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaa +diaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaadaaaaaadeaaaaah +icaabaaaabaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaaihcaabaaa +adaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaadaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaa +adaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaadaaaaaa +egaabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +abaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadcaaaaakiccabaaaaaaaaaaa +dkaabaaaaaaaaaaaakaabaaaadaaaaaaakiacaaaaaaaaaaaajaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaaajaaaaaa +egacbaaaaaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 23 ALU, 4 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R2, fragment.texcoord[2], texture[3], 2D; +TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +TXP R4.x, fragment.texcoord[3], texture[2], 2D; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R1.xyz, R2.w, R2; +MUL R2.xyz, R2, R4.x; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].z; +MUL R3.xyz, R3, c[0]; +POW R0.w, R0.w, c[2].x; +MUL R1.xyz, R1, c[4].x; +MUL R2.xyz, R2, c[4].y; +MIN R2.xyz, R1, R2; +MUL R4.yzw, R0.w, c[3].xxyz; +MUL R3.xyz, R3, c[0].w; +MAD R3.xyz, R4.yzww, c[3].w, R3; +MUL R4.xyz, R1, R4.x; +MUL R1.xyz, R3, c[1].x; +MAX R2.xyz, R2, R4; +MAD result.color.xyz, R0, R2, R1; +MOV result.color.w, c[1].x; +END +# 23 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"ps_2_0 +; 25 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c4, 1.00000000, 8.00000000, 2.00000000, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r4, t0, s0 +texldp r5, t3, s2 +texld r1, t2, s3 +mov r0.y, t0.w +mov r0.x, t0.z +mov_pp r0.w, c1.x +texld r3, r0, s1 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +mul r3.xyz, r3, c0 +mul r2.xyz, r3, c0.w +mul r0.xyz, r0.x, c3 +mad r0.xyz, r0, c3.w, r2 +mul_pp r2.xyz, r1.w, r1 +mul_pp r2.xyz, r2, c4.y +mul_pp r1.xyz, r1, r5.x +mul_pp r1.xyz, r1, c4.z +mul_pp r3.xyz, r2, r5.x +min_pp r1.xyz, r2, r1 +max_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c1.x +mad_pp r0.xyz, r4, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgejclelaedcdhdaejojnoihamoeojajkabaaaaaaoaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcniadaaaaeaaaaaaapgaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaagiacaaaaaaaaaaaajaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaa +akaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +adaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahocaabaaaabaaaaaa +pgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaa +acaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaa +deaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +dcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +aaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaajaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_EmissiveColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +"agal_ps +c4 1.0 8.0 2.0 0.0 +[bc] +ciaaaaaaaeaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r4, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r5, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r1, v2, s3 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +adaaaaaaacaaahacadaaaakeacaaaaaaaaaaaappabaaaaaa mul r2.xyz, r3.xyzz, c0.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +adaaaaaaacaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r2.xyz, r1.w, r1.xyzz +adaaaaaaacaaahacacaaaakeacaaaaaaaeaaaaffabaaaaaa mul r2.xyz, r2.xyzz, c4.y +adaaaaaaabaaahacabaaaakeacaaaaaaafaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r5.x +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaakkabaaaaaa mul r1.xyz, r1.xyzz, c4.z +adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x +agaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa min r1.xyz, r2.xyzz, r1.xyzz +ahaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r4.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedahmagbhodjbolffnenmoimkngfdpcpohabaaaaaafmahaaaaaeaaaaaa +daaaaaaakiacaaaaiiagaaaaciahaaaaebgpgodjhaacaaaahaacaaaaaaacpppp +daacaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaacaaaaaa +aaababaaabacacaaadadadaaaaaaaiaaadaaaaaaaaaaaaaaaaacppppfbaaaaaf +adaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaapla +bpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaia +adaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaac +aaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakkla +acaaaaadaaaacbiaaaaaaaibadaaaakacaaaaaadabaaaiiaaaaaaaiaabaaffka +afaaaaadaaaaahiaabaappiaacaaoekaabaaaaacabaaabiaaaaakklaabaaaaac +abaaaciaaaaapplaagaaaaacaaaaaiiaadaapplaafaaaaadacaaadiaaaaappia +adaaoelaecaaaaadabaaapiaabaaoeiaacaioekaecaaaaadacaacpiaacaaoeia +aaaioekaecaaaaadadaacpiaacaaoelaadaioekaecaaaaadaeaacpiaaaaaoela +abaioekaafaaaaadabaaahiaabaaoeiaaaaaoekaafaaaaadabaaahiaabaaoeia +aaaappkaaeaaaaaeaaaachiaaaaaoeiaacaappkaabaaoeiaafaaaaadaaaachia +aaaaoeiaabaaaakaacaaaaadaaaaciiaacaaaaiaacaaaaiaafaaaaadabaachia +adaaoeiaaaaappiaafaaaaadaaaaciiaadaappiaadaaffkaafaaaaadacaacoia +adaabliaaaaappiaakaaaaadadaachiaabaaoeiaacaabliaafaaaaadabaachia +acaaaaiaacaabliaalaaaaadacaachiaadaaoeiaabaaoeiaaeaaaaaeaaaachia +aeaaoeiaacaaoeiaaaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcniadaaaaeaaaaaaapgaaaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaa +acaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaadpcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaad +lcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaaabaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaajaaaaaaaoaaaaah +dcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaah +ocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaa +abaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaa +egacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaa +acaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaabaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +ajaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 47 ALU, 5 TEX +PARAM c[10] = { program.local[0..5], + { 1, 0.57735026, 8, 2 }, + { -0.40824828, -0.70710677, 0.57735026, 0 }, + { 0.81649655, 0, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R0, fragment.texcoord[2], texture[4], 2D; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1, fragment.texcoord[2], texture[3], 2D; +TXP R4.x, fragment.texcoord[3], texture[2], 2D; +TEX R3.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R0.xyz, R0.w, R0; +MUL R4.yzw, R0.xxyz, c[6].z; +MUL R0.xyz, R4.z, c[9]; +MAD R0.xyz, R4.y, c[8], R0; +MAD R0.xyz, R4.w, c[7], R0; +DP3 R0.w, R0, R0; +RSQ R3.w, R0.w; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R0.xyz, R3.w, R0; +RSQ R0.w, R0.w; +MAD R0.xyz, fragment.texcoord[1], R0.w, R0; +DP3 R3.w, R0, R0; +MUL R0.xyw, R1.w, R1.xyzz; +MUL R1.xyz, R1, R4.x; +DP3 R4.y, R4.yzww, c[6].y; +MUL R0.xyw, R0, R4.y; +MUL R0.xyw, R0, c[6].z; +MUL R1.xyz, R1, c[6].w; +RSQ R3.w, R3.w; +MOV R1.w, c[8]; +MUL R0.z, R3.w, R0; +MUL R4.xyz, R0.xyww, R4.x; +MIN R1.xyz, R0.xyww, R1; +MAX R1.xyz, R1, R4; +MAX R0.z, R0, c[7].w; +MUL R1.w, R1, c[1].x; +POW R1.w, R0.z, R1.w; +MUL R0.xyz, R0.xyww, c[0]; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R0.xyz, R2.w, R0; +RSQ R0.w, R0.w; +MUL R0.xyz, R0, R1.w; +MAD R0.xyz, R2, R1, R0; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[6].x; +MUL R1.xyz, R3, c[2]; +POW R0.w, R0.w, c[4].x; +MUL R1.xyz, R1, c[2].w; +MUL R2.xyz, R0.w, c[5]; +MAD R1.xyz, R2, c[5].w, R1; +MAD result.color.xyz, R1, c[3].x, R0; +MOV result.color.w, c[3].x; +END +# 47 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 51 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 1.00000000, 8.00000000, 0.57735026, 2.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 0.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 128.00000000 +def c9, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r2, t0, s0 +texld r3, t2, s3 +texldp r7, t3, s2 +mov r0.y, t0.w +mov r0.x, t0.z +texld r4, r0, s1 +texld r0, t2, s4 +mul_pp r0.xyz, r0.w, r0 +mul_pp r6.xyz, r0, c6.y +mul r0.xyz, r6.y, c7 +mad r0.xyz, r6.x, c8, r0 +mad r5.xyz, r6.z, c9, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c7.w +mul_pp r0.x, c8.w, r0 +pow r5.w, r1.x, r0.x +mul_pp r1.xyz, r3.w, r3 +dp3_pp r0.x, r6, c6.z +mul_pp r0.xyz, r1, r0.x +mul_pp r1.xyz, r0, c6.y +mul_pp r3.xyz, r3, r7.x +mul_pp r0.xyz, r3, c6.w +min_pp r0.xyz, r1, r0 +mul_pp r3.xyz, r1, r7.x +max_pp r3.xyz, r0, r3 +mov r0.x, r5.w +mul_pp r5.xyz, r1, c0 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +mul_pp r5.xyz, r2.w, r5 +mul r1.xyz, r5, r0.x +add r0.x, -r0.z, c6 +mad_pp r2.xyz, r2, r3, r1 +pow_pp r1.w, r0.x, c4.x +mov_pp r0.x, r1.w +mul r3.xyz, r4, c2 +mul r1.xyz, r3, c2.w +mul r0.xyz, r0.x, c5 +mad r0.xyz, r0, c5.w, r1 +mov_pp r0.w, c3.x +mad_pp r0.xyz, r0, c3.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 50 instructions, 4 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddhhmiedfanapjenpnekogdjoonbkfplnabaaaaaaliahaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefclaagaaaaeaaaaaaakmabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae +aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa +adaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaaaaaaaaaa +aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaabaaaaaa +agaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaa +abaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaaolafnblo +pdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaaaaaaaaaa +aceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaabaaaaaah +ccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaadiaaaaah +pcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaajocaabaaa +aaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaadgcaaaaf +bcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaia +ebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaa +ajaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaa +abaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaakaaaaaabaaaaaahccaabaaa +aaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaa +aaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaa +cpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaa +akiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaadaaaaaa +aagabaaaadaaaaaadiaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaadaaaaaaegacbaaaacaaaaaakgakbaaaaaaaaaaa +diaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaaaoaaaaah +dcaabaaaadaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaaefaaaaajpcaabaaa +adaaaaaaegaabaaaadaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaaaaaaaah +icaabaaaabaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadiaaaaahhcaabaaa +adaaaaaaigadbaaaaaaaaaaaagaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaapgapbaaaabaaaaaaddaaaaahhcaabaaaacaaaaaaigadbaaa +aaaaaaaaegacbaaaacaaaaaadiaaaaaincaabaaaaaaaaaaaagaobaaaaaaaaaaa +agijcaaaaaaaaaaaacaaaaaadeaaaaahhcaabaaaacaaaaaaegacbaaaadaaaaaa +egacbaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaabaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +egacbaaaadaaaaaadiaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaapgapbaaa +adaaaaaadcaaaaajhcaabaaaaaaaaaaaigadbaaaaaaaaaaafgafbaaaaaaaaaaa +egacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaiaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaakaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaabaaaaaaagiacaaaaaaaaaaaajaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaajaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_ShadowMapTexture] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"agal_ps +c6 1.0 8.0 0.57735 2.0 +c7 -0.408248 0.707107 0.57735 0.0 +c8 0.816497 0.0 0.57735 128.0 +c9 -0.408248 -0.707107 0.57735 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +ciaaaaaaadaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r3, v2, s3 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaahaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r7, r0.xyyy, s2 <2d wrap linear point> +aaaaaaaaaaaaacacaaaaaappaeaaaaaaaaaaaaaaaaaaaaaa mov r0.y, v0.w +aaaaaaaaaaaaabacaaaaaakkaeaaaaaaaaaaaaaaaaaaaaaa mov r0.x, v0.z +ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaaeaaaaaaafaababb tex r0, v2, s4 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaagaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r6.xyz, r0.xyzz, c6.y +adaaaaaaaaaaahacagaaaaffacaaaaaaahaaaaoeabaaaaaa mul r0.xyz, r6.y, c7 +adaaaaaaabaaahacagaaaaaaacaaaaaaaiaaaaoeabaaaaaa mul r1.xyz, r6.x, c8 +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +adaaaaaaafaaahacagaaaakkacaaaaaaajaaaaoeabaaaaaa mul r5.xyz, r6.z, c9 +abaaaaaaafaaahacafaaaakeacaaaaaaaaaaaakeacaaaaaa add r5.xyz, r5.xyzz, r0.xyzz +bcaaaaaaaaaaabacafaaaakeacaaaaaaafaaaakeacaaaaaa dp3 r0.x, r5.xyzz, r5.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +adaaaaaaabaaahacabaaaaaaacaaaaaaafaaaakeacaaaaaa mul r1.xyz, r1.x, r5.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c1 +ahaaaaaaabaaabacaaaaaakkacaaaaaaahaaaappabaaaaaa max r1.x, r0.z, c7.w +adaaaaaaaaaaabacaiaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c8.w, r0.x +alaaaaaaafaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r5, r1.x, r0.x +adaaaaaaabaaahacadaaaappacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r3.w, r3.xyzz +bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakkabaaaaaa dp3 r0.x, r6.xyzz, c6.z +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +adaaaaaaabaaahacaaaaaakeacaaaaaaagaaaaffabaaaaaa mul r1.xyz, r0.xyzz, c6.y +adaaaaaaadaaahacadaaaakeacaaaaaaahaaaaaaacaaaaaa mul r3.xyz, r3.xyzz, r7.x +adaaaaaaaaaaahacadaaaakeacaaaaaaagaaaappabaaaaaa mul r0.xyz, r3.xyzz, c6.w +agaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa min r0.xyz, r1.xyzz, r0.xyzz +adaaaaaaadaaahacabaaaakeacaaaaaaahaaaaaaacaaaaaa mul r3.xyz, r1.xyzz, r7.x +ahaaaaaaadaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa max r3.xyz, r0.xyzz, r3.xyzz +aaaaaaaaaaaaabacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r5.x +adaaaaaaafaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r5.xyz, r1.xyzz, c0 +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaafaaahacacaaaappacaaaaaaafaaaakeacaaaaaa mul r5.xyz, r2.w, r5.xyzz +adaaaaaaabaaahacafaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r5.xyzz, r0.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r0.x, r1.w, c6 +adaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa mul r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r2.xyz, r2.xyzz, r1.xyzz +alaaaaaaabaaapacaaaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r1, r0.x, c4.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaadaaahacaeaaaakeacaaaaaaacaaaaoeabaaaaaa mul r3.xyz, r4.xyzz, c2 +adaaaaaaabaaahacadaaaakeacaaaaaaacaaaappabaaaaaa mul r1.xyz, r3.xyzz, c2.w +adaaaaaaaaaaahacaaaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r0.xyz, r0.x, c5 +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r0.xyzz, c5.w +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa add r0.xyz, r0.xyzz, r2.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 224 // 176 used size, 12 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Vector 128 [_EmissiveColor] 4 +Float 144 [_Opacity] +Float 148 [_RimFalloff] +Vector 160 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_Emissive] 2D 2 +SetTexture 2 [_ShadowMapTexture] 2D 0 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 50 instructions, 4 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedflmghbpcgihblbnjnpeddjkhilkiekffabaaaaaapmalaaaaaeaaaaaa +daaaaaaahaaeaaaacialaaaamialaaaaebgpgodjdiaeaaaadiaeaaaaaaacpppp +oiadaaaafaaaaaaaacaadiaaaaaafaaaaaaafaaaafaaceaaaaaafaaaacaaaaaa +aaababaaabacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaahaa +aeaaabaaaaaaaaaaaaacppppfbaaaaafafaaapkaaaaaiadpaaaaaaebdkmnbddp +aaaaaaaafbaaaaafagaaapkaolaffbdpaaaaaaaadkmnbddpaaaaaaaafbaaaaaf +ahaaapkaomafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafaiaaapkaolafnblo +pdaedflpdkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaachlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaiaadaaaplabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka +bpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaagaaaaacaaaaaiia +adaapplaafaaaaadaaaaadiaaaaappiaadaaoelaabaaaaacabaaabiaaaaakkla +abaaaaacabaaaciaaaaapplaecaaaaadacaacpiaacaaoelaaeaioekaecaaaaad +adaacpiaacaaoelaadaioekaecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaad +aeaacpiaaaaaoelaabaioekaecaaaaadabaaapiaabaaoeiaacaioekaafaaaaad +abaaciiaacaappiaafaaffkaafaaaaadacaachiaacaaoeiaabaappiaafaaaaad +aaaaaoiaacaaffiaahaablkaaeaaaaaeaaaaaoiaacaaaaiaagaablkaaaaaoeia +aeaaaaaeafaaahiaacaakkiaaiaaoekaaaaabliaaiaaaaadabaaciiaafaakkka +acaaoeiaaiaaaaadafaaaiiaafaaoeiaafaaoeiaahaaaaacafaaaiiaafaappia +aiaaaaadaaaaaciaabaaoelaabaaoelaahaaaaacaaaaaciaaaaaffiaafaaaaad +acaachiaaaaaffiaabaaoelaafaaaaadacaabiiaaaaaffiaabaakklaacaaaaad +acaaciiaacaappibafaaaakacaaaaaadaaaaaciaacaappiaadaaffkaafaaaaad +aaaaaoiaaaaaffiaaeaablkaaeaaaaaeacaachiaafaaoeiaafaappiaacaaoeia +aiaaaaadacaacbiaacaaoeiaacaaoeiaahaaaaacacaacbiaacaaaaiaafaaaaad +acaacbiaacaaaaiaacaakkiaalaaaaadafaaabiaacaaaaiaafaappkaabaaaaac +acaaaiiaahaappkaafaaaaadacaaabiaacaappiaabaaaakacaaaaaadagaaciia +afaaaaiaacaaaaiaafaaaaadadaaciiaadaappiaafaaffkaafaaaaadacaachia +adaaoeiaadaappiaafaaaaadacaachiaabaappiaacaaoeiaacaaaaadabaaciia +aaaaaaiaaaaaaaiaafaaaaadafaachiaaaaaaaiaacaaoeiaafaaaaadadaachia +adaaoeiaabaappiaakaaaaadagaachiaadaaoeiaacaaoeiaafaaaaadacaachia +acaaoeiaaaaaoekaalaaaaadadaachiaagaaoeiaafaaoeiaafaaaaadadaachia +adaaoeiaaeaaoeiaafaaaaadacaaahiaaeaappiaacaaoeiaaeaaaaaeacaachia +acaaoeiaagaappiaadaaoeiaafaaaaadabaaahiaabaaoeiaacaaoekaafaaaaad +abaaahiaabaaoeiaacaappkaaeaaaaaeaaaachiaaaaabliaaeaappkaabaaoeia +aeaaaaaeaaaachiaaaaaoeiaadaaaakaacaaoeiaabaaaaacaaaaciiaadaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefclaagaaaaeaaaaaaakmabaaaa +fjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaae +aahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaad +pcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaaddcbabaaaadaaaaaa +gcbaaaadlcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +efaaaaajpcaabaaaaaaaaaaaegbabaaaadaaaaaaeghobaaaaeaaaaaaaagabaaa +aeaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaak +hcaabaaaabaaaaaafgafbaaaaaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddp +aaaaaaaadcaaaaamhcaabaaaabaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdp +aaaaaaaadkmnbddpaaaaaaaaegacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaa +kgakbaaaaaaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaa +abaaaaaabaaaaaakbcaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddp +aaaaaaaaegacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaa +egacbaaaabaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaah +ecaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaa +aaaaaaaackaabaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaa +cgbjbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaa +aaaaaaaafgaobaaaacaaaaaadgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaa +aaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaa +akaabaaaabaaaaaabkiacaaaaaaaaaaaajaaaaaabjaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaa +aaaaaaaaakaaaaaabaaaaaahccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaa +aaaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaa +bjaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaadaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahecaabaaa +aaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaadaaaaaa +egacbaaaacaaaaaakgakbaaaaaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaa +aaaaaaaaagajbaaaadaaaaaaaoaaaaahdcaabaaaadaaaaaaegbabaaaaeaaaaaa +pgbpbaaaaeaaaaaaefaaaaajpcaabaaaadaaaaaaegaabaaaadaaaaaaeghobaaa +acaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaabaaaaaaakaabaaaadaaaaaa +akaabaaaadaaaaaadiaaaaahhcaabaaaadaaaaaaigadbaaaaaaaaaaaagaabaaa +adaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaa +ddaaaaahhcaabaaaacaaaaaaigadbaaaaaaaaaaaegacbaaaacaaaaaadiaaaaai +ncaabaaaaaaaaaaaagaobaaaaaaaaaaaagijcaaaaaaaaaaaacaaaaaadeaaaaah +hcaabaaaacaaaaaaegacbaaaadaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaa +adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaah +hcaabaaaacaaaaaaegacbaaaacaaaaaaegacbaaaadaaaaaadiaaaaahncaabaaa +aaaaaaaaagaobaaaaaaaaaaapgapbaaaadaaaaaadcaaaaajhcaabaaaaaaaaaaa +igadbaaaaaaaaaaafgafbaaaaaaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaa +acaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaaaiaaaaaadcaaaaak +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaakaaaaaaegacbaaa +acaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaaagiacaaaaaaaaaaa +ajaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +ajaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaadadaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 25 to 34 +// d3d9 - ALU: 28 to 37 +// d3d11 - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 33 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 36 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbnedpkkeiaphbllcgbacncpmfnahlmcnabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_20; + atten_20 = texture2D (_LightTexture0, vec2(tmpvar_19)).w; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, lightDir_2.z); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_7); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_20; + atten_20 = texture2D (_LightTexture0, vec2(tmpvar_19)).w; + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, lightDir_2.z); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_7); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedeppbefaamjebjocfklagfjoadfjedgpeabaaaaaadiakaaaaaeaaaaaa +daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp +meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa +acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad +abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia +aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka +aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _MainTex_ST; +#line 438 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 426 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 430 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 434 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _MainTex_ST; +#line 438 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 442 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 446 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 450 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [_MainTex_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[13] = { { 1 }, + state.matrix.mvp, + program.local[5..12] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[10]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[7]; +DP4 R3.y, R0, c[6]; +DP4 R3.x, R0, c[5]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[12], c[12].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +"vs_2_0 +; 28 ALU +def c12, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c12.x +mov r0.xyz, c8 +dp4 r1.z, r0, c6 +dp4 r1.y, r0, c5 +dp4 r1.x, r0, c4 +mad r3.xyz, r1, c10.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c6 +dp4 r4.z, c9, r0 +mov r0, c5 +mov r1, c4 +dp4 r4.y, c9, r0 +dp4 r4.x, c9, r1 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +mad oT0.xy, v3, c11, c11.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlhpjfdffpaomjjikcemhfngnmhblfbmgabaaaaaahiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +peadaaaaeaaaabaapnaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaae +egiocaaaadaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaa +abaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +bcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaa +kgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_18; + highp float nh_19; + lowp float tmpvar_20; + tmpvar_20 = max (0.0, lightDir_2.z); + mediump float tmpvar_21; + tmpvar_21 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_19 = tmpvar_21; + mediump float arg1_22; + arg1_22 = (_Shininess * 128.0); + highp float tmpvar_23; + tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_7); + highp vec3 tmpvar_24; + tmpvar_24 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * 2.0); + c_18.xyz = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_23)); + c_18.w = tmpvar_25; + c_1.xyz = c_18.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_18; + highp float nh_19; + lowp float tmpvar_20; + tmpvar_20 = max (0.0, lightDir_2.z); + mediump float tmpvar_21; + tmpvar_21 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_19 = tmpvar_21; + mediump float arg1_22; + arg1_22 = (_Shininess * 128.0); + highp float tmpvar_23; + tmpvar_23 = (pow (nh_19, arg1_22) * tmpvar_7); + highp vec3 tmpvar_24; + tmpvar_24 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_20) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_23)) * 2.0); + c_18.xyz = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = (tmpvar_8 + ((_LightColor0.w * _SpecColor.w) * tmpvar_23)); + c_18.w = tmpvar_25; + c_1.xyz = c_18.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +"agal_vs +c12 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacamaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c12.x +aaaaaaaaaaaaahacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c8 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaagaaaaoeabaaaaaa dp4 r1.z, r0, c6 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 r1.y, r0, c5 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 r1.x, r0, c4 +adaaaaaaacaaahacabaaaakeacaaaaaaakaaaappabaaaaaa mul r2.xyz, r1.xyzz, c10.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaaeaaaeacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c9, r0 +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaaeaaacacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c9, r0 +bdaaaaaaaeaaabacajaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c9, r1 +bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz +bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaaalaaaaoeabaaaaaa mul r0.xy, a3, c11 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaalaaaaooabaaaaaa add v0.xy, r0.xyyy, c11.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedmdiggjiccbfeflajlhikflaipiopbefgabaaaaaaaaaiaaaaaeaaaaaa +daaaaaaaleacaaaalaagaaaahiahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +biacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaahaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +adaaaaaaaeaaaeaaaaaaaaaaadaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoeka +abaaookaabaaaaacaaaaapiaadaaoekaafaaaaadabaaahiaaaaaffiaajaaoeka +aeaaaaaeabaaahiaaiaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaakaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiaalaaoekaaaaappiaaaaaoeiaaiaaaaad +abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia +abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad +abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad +abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaacaaoekaafaaaaadacaaahia +aaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakekaaaaaaaiaacaakeiaaeaaaaae +aaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaalaaoeka +aeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja +aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoekaaeaaaaaeaaaaapiaaeaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpeadaaaaeaaaabaa +pnaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +adaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 423 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 427 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 432 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 440 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 444 + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0); + c.w = 0.0; + #line 448 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].w, R0, c[16]; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 37 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.w, r0, c15 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedigkflnmbbjoemipihddbomfalcnhnjifabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadpccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaalaaaaaaogikcaaaaaaaaaaaalaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +pcaabaaaabaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaak +pcaabaaaabaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaa +abaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegaobaaaabaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp vec2 P_19; + P_19 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_21; + atten_21 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_19).w) * texture2D (_LightTextureB0, vec2(tmpvar_20)).w); + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, lightDir_2.z); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp vec2 P_19; + P_19 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_20; + tmpvar_20 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_21; + atten_21 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_19).w) * texture2D (_LightTextureB0, vec2(tmpvar_20)).w); + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, lightDir_2.z); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_7); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (atten_21 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * atten_21)); + c_22.w = tmpvar_29; + c_1.xyz = c_22.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v3.w, r0, c15 +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 400 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 422 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 397 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 431 +uniform highp vec4 _MainTex_ST; +#line 447 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 432 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 435 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 439 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 443 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 400 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 422 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 397 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 407 +#line 431 +uniform highp vec4 _MainTex_ST; +#line 447 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 407 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 411 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 415 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 419 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 447 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 451 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 455 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 459 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 33 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 36 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbnedpkkeiaphbllcgbacncpmfnahlmcnabaaaaaapiagaaaaadaaaaaa 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+abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_20; + atten_20 = (texture2D (_LightTextureB0, vec2(tmpvar_19)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, lightDir_2.z); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_7); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + mediump vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_20; + atten_20 = (texture2D (_LightTextureB0, vec2(tmpvar_19)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_21; + highp float nh_22; + lowp float tmpvar_23; + tmpvar_23 = max (0.0, lightDir_2.z); + mediump float tmpvar_24; + tmpvar_24 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_22 = tmpvar_24; + mediump float arg1_25; + arg1_25 = (_Shininess * 128.0); + highp float tmpvar_26; + tmpvar_26 = (pow (nh_22, arg1_25) * tmpvar_7); + highp vec3 tmpvar_27; + tmpvar_27 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_23) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_26)) * (atten_20 * 2.0)); + c_21.xyz = tmpvar_27; + highp float tmpvar_28; + tmpvar_28 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_26) * atten_20)); + c_21.w = tmpvar_28; + c_1.xyz = c_21.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedeppbefaamjebjocfklagfjoadfjedgpeabaaaaaadiakaaaaaeaaaaaa +daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp +meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa +acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad +abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia +aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka +aaaappiaaaaaoeiaaeaaaaaeaaaaahiaaaaaoeiabeaappkaaaaaoejbaiaaaaad 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 414 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 423 +uniform highp vec4 _MainTex_ST; +#line 439 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 424 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 427 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 431 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 435 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 392 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 414 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +#line 388 +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 399 +#line 423 +uniform highp vec4 _MainTex_ST; +#line 439 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 399 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 403 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 407 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 411 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 439 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 443 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 447 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 451 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 31 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.y, R0, c[10]; +DP4 R3.x, R0, c[9]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 31 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 32 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedoedeakinbfiimcmhhjkmcinmldmpkepmabaaaaaammagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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+adaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaa +egacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +adaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_18; + atten_18 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp vec3 tmpvar_6; + lowp float tmpvar_7; + lowp float tmpvar_8; + mediump float rim_9; + highp vec4 color_10; + lowp vec4 tmpvar_11; + tmpvar_11 = texture2D (_MainTex, xlv_TEXCOORD0); + color_10 = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_9 = tmpvar_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_14; + tmpvar_14 = (((_RimColor.xyz * pow (rim_9, _RimFalloff)) * _RimColor.w) + ((tmpvar_13.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_15; + tmpvar_15 = color_10.xyz; + tmpvar_5 = tmpvar_15; + tmpvar_6 = tmpvar_14; + highp float tmpvar_16; + tmpvar_16 = color_10.w; + tmpvar_7 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = (tmpvar_6 * _Opacity); + tmpvar_6 = tmpvar_17; + tmpvar_8 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_18; + atten_18 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_7); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_5 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_8 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz +bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Matrix 48 [_LightMatrix0] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 32 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednpngohdhdnbahmgbkllilonlaalcaaeiabaaaaaapiajaaaaaeaaaaaa +daaaaaaafiadaaaajaaiaaaafiajaaaaebgpgodjcaadaaaacaadaaaaaaacpopp +laacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaalaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa +acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae +aaaaadoaadaaoejaafaaoekaafaaookaabaaaaacaaaaapiaahaaoekaafaaaaad +abaaahiaaaaaffiabbaaoekaaeaaaaaeabaaahiabaaaoekaaaaaaaiaabaaoeia +aeaaaaaeaaaaahiabcaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka +aaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahia 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+adaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +adaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _MainTex_ST; +#line 438 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 426 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 430 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 434 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 391 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 413 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +#line 388 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 398 +#line 422 +uniform highp vec4 _MainTex_ST; +#line 438 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 398 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 402 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 406 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 410 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 442 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 446 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + #line 450 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 21 to 32, TEX: 1 to 3 +// d3d9 - ALU: 24 to 34, TEX: 1 to 3 +// d3d11 - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 26 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R2.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.x, R2.x; +MUL R0.xyz, R0, c[0]; +MOV result.color.w, c[4].x; +TEX R1.w, R1.x, texture[1], 2D; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL R1.xyz, R1.x, fragment.texcoord[1]; +MAD R2.xyz, R2.x, fragment.texcoord[2], R1; +DP3 R1.x, R2, R2; +RSQ R1.y, R1.x; +MOV R1.x, c[4].y; +MUL R2.x, R1, c[2]; +MUL R1.y, R1, R2.z; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R2.x; +MAX R2.x, R1.z, c[4]; +MUL R0.w, R1.x, R0; +MOV R1.xyz, c[1]; +MUL R0.xyz, R0, R2.x; +MUL R1.xyz, R1, c[0]; +MUL R1.w, R1, c[4].z; +MAD R0.xyz, R1, R0.w, R0; +MUL result.color.xyz, R0, R1.w; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 29 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mul_pp r2.xyz, r2, c0 +mov_pp r0.w, c3.x +texld r4, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +max_pp r1.x, r1.z, c3 +mul_pp r3.xyz, r2, r1.x +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r2.xyz, c1, r2 +mul_pp r1.x, r4, c3.z +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkmgakffpeeeofgihblhdliipaebehjdkabaaaaaagiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaah +ocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaa +aaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +pgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w +ahaaaaaaabaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r1.z, c3 +adaaaaaaadaaahacacaaaakeacaaaaaaabaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r1.x +adaaaaaaabaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r1.x, r0.w, c3.z +aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0 +adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz +adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaacaaaaaa mul r0.xyz, r0.xyzz, r1.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednngenghnbmchichlilimcnpkoafogmojabaaaaaakiagaaaaaeaaaaaa +daaaaaaagmacaaaaneafaaaaheagaaaaebgpgodjdeacaaaadeacaaaaaaacpppp +paabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +aiaaaaadaaaaaiiaadaaoelaadaaoelaabaaaaacaaaaadiaaaaappiaecaaaaad +abaacpiaaaaaoelaabaioekaecaaaaadaaaacpiaaaaaoeiaaaaioekaaiaaaaad +aaaacciaacaaoelaacaaoelaahaaaaacaaaacciaaaaaffiaceaaaaacacaachia +abaaoelaaeaaaaaeadaachiaacaaoelaaaaaffiaacaaoeiaalaaaaadadaaciia +acaakkiaadaaaakaaiaaaaadaaaacciaadaaoeiaadaaoeiaahaaaaacaaaaccia +aaaaffiaafaaaaadaaaacciaaaaaffiaadaakkiaalaaaaadacaaabiaaaaaffia +adaaaakaabaaaaacaaaaaciaadaaffkaafaaaaadaaaaaciaaaaaffiaacaaaaka +caaaaaadadaaabiaacaaaaiaaaaaffiaafaaaaadabaaaiiaabaappiaadaaaaia +afaaaaadaaaacoiaabaabliaaaaablkaabaaaaacabaaahiaaaaaoekaafaaaaad +abaaahiaabaaoeiaabaaoekaafaaaaadabaaahiaabaappiaabaaoeiaaeaaaaae +aaaaaoiaaaaaoeiaadaappiaabaabliaacaaaaadaaaaabiaaaaaaaiaaaaaaaia +afaaaaadaaaachiaaaaaaaiaaaaabliaabaaaaacaaaaciiaadaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaae +egiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaa +aaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MOV R1.xyz, fragment.texcoord[1]; +MAD R1.xyz, R1.w, fragment.texcoord[2], R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[4].y; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R1.z; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R1.w, fragment.texcoord[1].z, c[4].x; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R0.xyz, R0, c[0]; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, c[4].z; +MOV result.color.w, c[4].x; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 24 ALU, 1 TEX +dcl_2d s0 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3_pp r0.x, t2, t2 +mov_pp r1.xyz, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mul_pp r3.xyz, r2, c0 +max_pp r1.x, t1.z, c3 +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r1.xyz, r3, r1.x +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r1 +mul r0.xyz, r0, c3.z +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 128 // 52 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 21 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbgfbkoefmbhiookloleblpdpdnbmgiboabaaaaaajaadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefckaacaaaaeaaaaaaakiaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaah +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r2.xyzz, c0 +ahaaaaaaabaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r1.x, v1.z, c3 +aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz +adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c3.z +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 128 // 52 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 21 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedcjcgpfegpcngclnokemnochnakdafioiabaaaaaagmafaaaaaeaaaaaa +daaaaaaaaiacaaaalaaeaaaadiafaaaaebgpgodjnaabaaaanaabaaaaaaacpppp +jmabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaabaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaaaaaaaaaed +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachla +bpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpia +aaaaoelaaaaioekaaiaaaaadabaaciiaacaaoelaacaaoelaahaaaaacabaacbia +abaappiaabaaaaacacaaahiaacaaoelaaeaaaaaeabaachiaacaaoeiaabaaaaia +abaaoelaaiaaaaadabaacbiaabaaoeiaabaaoeiaahaaaaacabaacbiaabaaaaia +afaaaaadabaacbiaabaaaaiaabaakkiaalaaaaadacaaabiaabaaaaiaadaaaaka +abaaaaacabaaaciaadaaffkaafaaaaadabaaabiaabaaffiaacaaaakacaaaaaad +adaaaiiaacaaaaiaabaaaaiaafaaaaadaaaaaiiaaaaappiaadaappiaafaaaaad +aaaachiaaaaaoeiaaaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahia +abaaoeiaabaaoekaafaaaaadabaaahiaaaaappiaabaaoeiaalaaaaadaaaaciia +abaakklaadaaaakaaeaaaaaeaaaaahiaaaaaoeiaaaaappiaabaaoeiaacaaaaad +aaaachiaaaaaoeiaaaaaoeiaabaaaaacaaaaciiaadaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefckaacaaaaeaaaaaaakiaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaah +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 0.5, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +DP3 R0.z, fragment.texcoord[3], fragment.texcoord[3]; +RCP R0.x, fragment.texcoord[3].w; +MAD R0.xy, fragment.texcoord[3], R0.x, c[4].z; +DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.x, R1.x; +MOV result.color.w, c[4].x; +TEX R0.w, R0, texture[1], 2D; +TEX R1.w, R0.z, texture[2], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.x, R0.x; +MUL R0.xyz, R0.x, fragment.texcoord[1]; +MAD R1.xyz, R1.x, fragment.texcoord[2], R0; +DP3 R0.x, R1, R1; +RSQ R0.y, R0.x; +MOV R0.x, c[4].y; +MUL R0.y, R0, R1.z; +MUL R1.x, R0, c[2]; +MAX R0.x, R0.y, c[4]; +POW R0.x, R0.x, R1.x; +MUL R2.w, R0.x, R2; +MAX R1.x, R0.z, c[4]; +MUL R0.xyz, R2, c[0]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +SLT R2.x, c[4], fragment.texcoord[3].z; +MUL R0.w, R2.x, R0; +MUL R0.w, R0, R1; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4]; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 32 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"ps_2_0 +; 34 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 0.00000000, 128.00000000, 1.00000000, 0.50000000 +def c4, 2.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3 +texld r3, t0, s0 +dp3 r1.x, t3, t3 +mov r1.xy, r1.x +rcp r0.x, t3.w +mad r0.xy, t3, r0.x, c3.w +mul_pp r3.xyz, r3, c0 +texld r0, r0, s1 +texld r2, r1, s2 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r1.x, r0, r0 +cmp r0.x, -t3.z, c3, c3.z +mul_pp r0.x, r0, r0.w +mul_pp r0.x, r0, r2 +rsq_pp r2.x, r1.x +mul_pp r0.z, r2.x, r0 +mov_pp r1.x, c2 +max_pp r2.x, r0.z, c3 +mul_pp r1.x, c3.y, r1 +pow r4.w, r2.x, r1.x +mov r1.x, r4.w +max_pp r2.x, r1.z, c3 +mul_pp r2.xyz, r3, r2.x +mov_pp r4.xyz, c0 +mul_pp r0.x, r0, c4 +mul r1.x, r1, r3.w +mul_pp r3.xyz, c1, r4 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedahkojoodaphcfdldpmpnfmhgplihcgflabaaaaaaeaafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcdiaeaaaaeaaaaaaaaoabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa +aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah +icaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaa +aeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa +aaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"agal_ps +c3 0.0 128.0 1.0 0.5 +c4 2.0 0.0 0.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +afaaaaaaabaaabacadaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v3.w +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaabaaadacadaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v3, r1.x +abaaaaaaabaaadacabaaaafeacaaaaaaadaaaappabaaaaaa add r1.xy, r1.xyyy, c3.w +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz +akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x +adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z +bfaaaaaaacaaaiacadaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r2.w, v3.z +ckaaaaaaaaaaabacacaaaappacaaaaaaaeaaaaffabaaaaaa slt r0.x, r2.w, c4.y +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3 +adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x +alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x +aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x +ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3 +adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x +aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r0.x, r0.x, c4 +adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w +adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfkajmbijbhecpcplafhjhgfmdbihoepnabaaaaaaoeahaaaaaeaaaaaa +daaaaaaanaacaaaabaahaaaalaahaaaaebgpgodjjiacaaaajiacaaaaaaacpppp +faacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaabaaaaaa +acababaaaaacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaadpaaaaaaaaaaaaaaedaaaaaaaabpaaaaac +aaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachla +bpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaagaaaaacaaaaaiiaadaapplaaeaaaaae +aaaaadiaadaaoelaaaaappiaadaaaakaaiaaaaadabaaaiiaadaaoelaadaaoela +abaaaaacabaaadiaabaappiaecaaaaadacaacpiaaaaaoelaacaioekaecaaaaad +aaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpiaabaaoeiaabaioekaaiaaaaad +aaaacbiaacaaoelaacaaoelaahaaaaacaaaacbiaaaaaaaiaceaaaaacadaachia +abaaoelaaeaaaaaeaaaachiaacaaoelaaaaaaaiaadaaoeiaalaaaaadabaaccia +adaakkiaadaaffkaaiaaaaadaaaacbiaaaaaoeiaaaaaoeiaahaaaaacaaaacbia +aaaaaaiaafaaaaadaaaacbiaaaaaaaiaaaaakkiaalaaaaadabaaaeiaaaaaaaia +adaaffkaabaaaaacabaaaiiaadaakkkaafaaaaadabaaaiiaabaappiaacaaaaka +caaaaaadaaaaabiaabaakkiaabaappiaafaaaaadacaaaiiaacaappiaaaaaaaia +afaaaaadaaaachiaacaaoeiaaaaaoekaabaaaaacacaaahiaaaaaoekaafaaaaad +acaaahiaacaaoeiaabaaoekaafaaaaadacaaahiaacaappiaacaaoeiaaeaaaaae +aaaaahiaaaaaoeiaabaaffiaacaaoeiaafaaaaadaaaaciiaaaaappiaabaaaaia +fiaaaaaeaaaaciiaadaakklbadaaffkaaaaappiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaaiiaadaaffka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcdiaeaaaaeaaaaaaaaoabaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadpcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa +aaaaaaakdcaabaaaabaaaaaaegaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaa +ckbabaaaaeaaaaaaabaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpdiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaabaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaagaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaa +apaaaaahicaabaaaaaaaaaaapgapbaaaaaaaaaaaagaabaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[3], texture[2], CUBE; +DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.x, R1.x; +MOV result.color.w, c[4].x; +TEX R0.w, R0.x, texture[1], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.x, R0.x; +MUL R0.xyz, R0.x, fragment.texcoord[1]; +MAD R1.xyz, R1.x, fragment.texcoord[2], R0; +DP3 R0.x, R1, R1; +RSQ R0.y, R0.x; +MOV R0.x, c[4].y; +MUL R0.w, R0, R1; +MUL R0.y, R0, R1.z; +MUL R1.x, R0, c[2]; +MAX R0.x, R0.y, c[4]; +POW R0.x, R0.x, R1.x; +MUL R2.w, R0.x, R2; +MAX R1.x, R0.z, c[4]; +MUL R0.xyz, R2, c[0]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].z; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 28 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"ps_2_0 +; 30 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_cube s2 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r3, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mul_pp r3.xyz, r3, c0 +texld r2, r0, s1 +texld r0, t3, s2 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r1.x, r0, r0 +mul r0.x, r2, r0.w +rsq_pp r2.x, r1.x +mul_pp r0.z, r2.x, r0 +mov_pp r1.x, c2 +max_pp r2.x, r0.z, c3 +mul_pp r1.x, c3.y, r1 +pow r4.w, r2.x, r1.x +mov r1.x, r4.w +max_pp r2.x, r1.z, c3 +mul_pp r2.xyz, r3, r2.x +mov_pp r4.xyz, c0 +mul_pp r0.x, r0, c3.z +mul r1.x, r1, r3.w +mul_pp r3.xyz, c1, r4 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfdcbpjmicnpinohfbjllbcbnmifpmncgabaaaaaakiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa +aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaapgapbaaa +aaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +egbcbaaaaeaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaagaabaaaabaaaaaapgapbaaaacaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacadaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v3, s2 +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz +akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x +adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w +adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3 +adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x +alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x +aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x +ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3 +adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x +aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.x, c3.z +adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w +adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlplcmllkfpjahppiahmglbeagbhbiilpabaaaaaaamahaaaaaeaaaaaa +daaaaaaajaacaaaadiagaaaaniagaaaaebgpgodjfiacaaaafiacaaaaaaacpppp +baacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +abababaaaaacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachla +bpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajiaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaecaaaaadaaaacpiaaaaaoelaacaioeka +ecaaaaadabaaapiaadaaoelaaaaioekaaiaaaaadabaacbiaacaaoelaacaaoela +ahaaaaacabaacbiaabaaaaiaceaaaaacacaachiaabaaoelaaeaaaaaeabaachia +acaaoelaabaaaaiaacaaoeiaalaaaaadadaaciiaacaakkiaadaaaakaaiaaaaad +abaacbiaabaaoeiaabaaoeiaahaaaaacabaacbiaabaaaaiaafaaaaadabaacbia +abaaaaiaabaakkiaalaaaaadacaaabiaabaaaaiaadaaaakaabaaaaacabaaacia +adaaffkaafaaaaadabaaabiaabaaffiaacaaaakacaaaaaadadaaabiaacaaaaia +abaaaaiaafaaaaadaaaaaiiaaaaappiaadaaaaiaafaaaaadaaaachiaaaaaoeia +aaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaaaaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaadaappia +abaaoeiaaiaaaaadabaaadiaadaaoelaadaaoelaecaaaaadacaaapiaabaaoeia +abaioekaafaaaaadaaaaciiaabaappiaacaaaaiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaciiaadaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefckaadaaaaeaaaaaaaoiaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaaeaaaaaaeghobaaaacaaaaaa +aagabaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaagaabaaaabaaaaaapgapbaaa +acaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 23 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.w, fragment.texcoord[3], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R2.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.x, R2.x; +MOV R1.xyz, fragment.texcoord[1]; +MAD R1.xyz, R2.x, fragment.texcoord[2], R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[4].y; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R1.z; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R2.x, fragment.texcoord[1].z, c[4]; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R2.x; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R1, c[4].z; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +MOV result.color.w, c[4].x; +END +# 23 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 25 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xy +texld r0, t3, s1 +texld r2, t0, s0 +mul_pp r4.xyz, r2, c0 +dp3_pp r0.x, t2, t2 +max_pp r2.x, t1.z, c3 +mov_pp r1.xyz, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mov_pp r3.xyz, c0 +mul r1.x, r0, r2.w +mul_pp r0.x, r0.w, c3.z +mul_pp r2.xyz, r4, r2.x +mul_pp r3.xyz, c1, r3 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 23 instructions, 2 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlcchhkjnjejphelnjimdbeemlpaamincabaaaaaabaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcaiadaaaaeaaaaaaamcaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaaaaaapacadaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v3, s1 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0 +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +ahaaaaaaacaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r2.x, v1.z, c3 +aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0 +adaaaaaaabaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r1.x, r0.x, r2.w +adaaaaaaaaaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.w, c3.z +adaaaaaaacaaahacaeaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r2.x +adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 192 // 116 used size, 10 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 23 instructions, 2 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedcaphleehbbfbpjeledldedpbgenkjdkeabaaaaaadeagaaaaaeaaaaaa +daaaaaaafaacaaaagaafaaaaaaagaaaaebgpgodjbiacaaaabiacaaaaaaacpppp +neabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaacaaaaadiaaaaablla +ecaaaaadabaacpiaaaaaoelaabaioekaecaaaaadaaaacpiaaaaaoeiaaaaioeka +aiaaaaadaaaacbiaacaaoelaacaaoelaahaaaaacaaaacbiaaaaaaaiaabaaaaac +acaaahiaacaaoelaaeaaaaaeaaaachiaacaaoeiaaaaaaaiaabaaoelaaiaaaaad +aaaacbiaaaaaoeiaaaaaoeiaahaaaaacaaaacbiaaaaaaaiaafaaaaadaaaacbia +aaaaaaiaaaaakkiaalaaaaadacaaabiaaaaaaaiaadaaaakaabaaaaacaaaaacia +adaaffkaafaaaaadaaaaabiaaaaaffiaacaaaakacaaaaaadadaaaiiaacaaaaia +aaaaaaiaafaaaaadabaaaiiaabaappiaadaappiaafaaaaadaaaachiaabaaoeia +aaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaabaappiaabaaoeiaalaaaaadabaaciiaabaakklaadaaaaka +aeaaaaaeaaaaahiaaaaaoeiaabaappiaabaaoeiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaciiaadaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcaiadaaaaeaaaaaaamcaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaa +egbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackaabaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +ccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadkaabaaaabaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaa +agijcaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaabaaaaaaegiccaaaaaaaaaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaacaaaaaa +abeaaaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaajgahbaaaaaaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 20 to 20 +// d3d9 - ALU: 21 to 21 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +"!!ARBvp1.0 +# 20 ALU +PARAM c[10] = { program.local[0], + state.matrix.mvp, + program.local[5..9] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[0].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +"vs_2_0 +; 21 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT0.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT2.xyz, r0, c8.w +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjocloobkcnbfmoalkdicjglokcphnmlaabaaaaaacmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +kiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaaaaaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadhccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadgaaaaagbcaabaaaabaaaaaa +akiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaaakiacaaaaaaaaaaa +anaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaaaaaaaaaaaoaaaaaabaaaaaah +ccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaabaaaaaaegacbaaa +acaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaabkiacaaa +aaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaabkiacaaaaaaaaaaaanaaaaaa +dgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaackiacaaaaaaaaaaa +amaaaaaadgaaaaagccaabaaaabaaaaaackiacaaaaaaaaaaaanaaaaaadgaaaaag +ecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp float tmpvar_7; + tmpvar_7 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_6 = tmpvar_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_9; + tmpvar_9 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_8.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + tmpvar_5 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_13; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec2 tmpvar_3; + highp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mediump float rim_6; + highp float tmpvar_7; + tmpvar_7 = (1.0 - clamp (normalize(tmpvar_4).z, 0.0, 1.0)); + rim_6 = tmpvar_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_Emissive, tmpvar_3); + highp vec3 tmpvar_9; + tmpvar_9 = (((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w) + ((tmpvar_8.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + tmpvar_5 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_11; + highp float tmpvar_12; + tmpvar_12 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_13; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedikhgclmafnmgiklkmfmegabbpifbhlpcabaaaaaaiiahaaaaaeaaaaaa +daaaaaaaiiacaaaadiagaaaaaaahaaaaebgpgodjfaacaaaafaacaaaaaaacpopp +aeacaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaaaaa +aeaaabaaaaaaaaaaaaaaamaaadaaafaaaaaaaaaaaaaabeaaabaaaiaaaaaaaaaa +aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja +bpaaaaacafaaaciaacaaapjaabaaaaacaaaaahiaabaaoejaafaaaaadabaaahia +aaaamjiaacaancjaaeaaaaaeaaaaahiaacaamjjaaaaanciaabaaoeibafaaaaad +aaaaahiaaaaaoeiaabaappjaabaaaaacabaaabiaafaaaakaabaaaaacabaaacia 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+hccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +aaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +aaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +aaaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaabaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +aaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapaaaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 423 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + #line 427 + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec3 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 419 +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 430 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 432 + Input surfIN; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 436 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 440 + lowp vec3 worldN; + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + #line 444 + o.Normal = worldN; + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + #line 448 + return res; +} +in highp vec3 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 5 to 5, TEX: 0 to 0 +// d3d9 - ALU: 6 to 6 +// d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_Shininess] +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 5 ALU, 0 TEX +PARAM c[2] = { program.local[0], + { 0.5 } }; +TEMP R0; +MOV R0.z, fragment.texcoord[2]; +MOV R0.x, fragment.texcoord[0].z; +MOV R0.y, fragment.texcoord[1].z; +MAD result.color.xyz, R0, c[1].x, c[1].x; +MOV result.color.w, c[0].x; +END +# 5 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_Shininess] +"ps_2_0 +; 6 ALU +def c1, 0.50000000, 0, 0, 0 +dcl t0.xyz +dcl t1.xyz +dcl t2.xyz +mov_pp r0.z, t2 +mov_pp r0.x, t0.z +mov_pp r0.y, t1.z +mad_pp r0.xyz, r0, c1.x, c1.x +mov_pp r0.w, c0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 112 // 52 used size, 8 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedpiobmejhbbnccmpkimokndkmjifneodbabaaaaaaneabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa +gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa +ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap +hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp +aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 112 // 52 used size, 8 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpjndoakbdfamihecnhbnlfkchkgkhbjaabaaaaaakmacaaaaaeaaaaaa +daaaaaaaaeabaaaapaabaaaahiacaaaaebgpgodjmmaaaaaammaaaaaaaaacpppp +jmaaaaaadaaaaaaaabaaceaaaaaadaaaaaaadaaaaaaaceaaaaaadaaaaaaaadaa +abaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaadpaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaac +aaaaaaiaacaaahlaafaaaaadaaaacbiaaaaakklaabaaaakaafaaaaadaaaaccia +abaakklaabaaaakaafaaaaadaaaaceiaacaakklaabaaaakaacaaaaadaaaachia +aaaaoeiaabaaaakaabaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaaaaaaaaaa +aeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaad +ecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaaf +bcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaa +acaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaa +aaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa +aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 25 to 42 +// d3d9 - ALU: 26 to 43 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_Emissive_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_Emissive_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 144 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjjopijjkdbjflhpmcodajikgealnnfmpabaaaaaagaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcmeafaaaaeaaaabaa +hbabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaalmccabaaaabaaaaaa +agbebaaaadaaaaaaagiecaaaaaaaaaaaaiaaaaaakgiocaaaaaaaaaaaaiaaaaaa +diaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +abaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaai +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaak +ncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadp +aaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaa +adaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa +egbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaa +fgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaa +egiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaak +hcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaa +aaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaa +abaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaa +abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa +abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa +acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa +egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa +egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa +egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_18.w; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_19; + lowp vec4 c_20; + lowp float spec_21; + mediump float tmpvar_22; + tmpvar_22 = (tmpvar_18.w * tmpvar_6); + spec_21 = tmpvar_22; + mediump vec3 tmpvar_23; + tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21)); + c_20.xyz = tmpvar_23; + c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w)); + c_2 = c_20; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_18.w; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_19; + lowp vec4 c_20; + lowp float spec_21; + mediump float tmpvar_22; + tmpvar_22 = (tmpvar_18.w * tmpvar_6); + spec_21 = tmpvar_22; + mediump vec3 tmpvar_23; + tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21)); + c_20.xyz = tmpvar_23; + c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w)); + c_2 = c_20; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 144 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 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m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 436 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 432 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 436 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 440 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 444 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 448 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 452 + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 456 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpmpkelaoheakcippfllobbeejnipbkdeabaaaaaagmahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa 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glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_12.w; + tmpvar_9 = tmpvar_18; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_19; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_20; + mediump vec4 tmpvar_21; + tmpvar_21 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_21.w; + highp float tmpvar_22; + tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_24; + light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_25; + lowp float spec_26; + mediump float tmpvar_27; + tmpvar_27 = (tmpvar_21.w * tmpvar_9); + spec_26 = tmpvar_27; + mediump vec3 tmpvar_28; + tmpvar_28 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_26)); + c_25.xyz = tmpvar_28; + c_25.w = (tmpvar_10 + (spec_26 * _SpecColor.w)); + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_12.w; + tmpvar_9 = tmpvar_18; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_19; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_20; + mediump vec4 tmpvar_21; + tmpvar_21 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_21.w; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_23; + tmpvar_23 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_24; + tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmFull_4 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz); + lmIndirect_3 = tmpvar_26; + light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_27; + lowp float spec_28; + mediump float tmpvar_29; + tmpvar_29 = (tmpvar_21.w * tmpvar_9); + spec_28 = tmpvar_29; + mediump vec3 tmpvar_30; + tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28)); + c_27.xyz = tmpvar_30; + c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w)); + c_2 = c_27; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 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xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 421 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 439 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 443 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 424 +v2f_surf vert_surf( in appdata_full v ) { + #line 426 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 430 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 434 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 421 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 439 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 443 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 447 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 451 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 455 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 459 + light = (-log2(light)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + #line 463 + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + #line 467 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_Emissive_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_Emissive_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecednnlhcoamjjddkhklnpaoomeehlnlneenabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaa +adaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +aiaaaaaaogikcaaaaaaaaaaaaiaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +adaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_19; + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_18; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23)); + vec3 v_27; + v_27.x = tmpvar_22[0].x; + v_27.y = tmpvar_22[1].x; + v_27.z = tmpvar_22[2].x; + vec3 v_28; + v_28.x = tmpvar_22[0].y; + v_28.y = tmpvar_22[1].y; + v_28.z = tmpvar_22[2].y; + vec3 v_29; + v_29.x = tmpvar_22[0].z; + v_29.y = tmpvar_22[1].z; + v_29.z = tmpvar_22[2].z; + mediump float tmpvar_30; + tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_20)).z); + nh_21 = tmpvar_30; + mediump float arg1_31; + arg1_31 = (_Shininess * 128.0); + highp vec4 tmpvar_32; + tmpvar_32.xyz = lm_24; + tmpvar_32.w = pow (nh_21, arg1_31); + tmpvar_19 = tmpvar_32; + mediump vec4 tmpvar_33; + tmpvar_33 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_19); + light_3 = tmpvar_33; + lowp vec4 c_34; + lowp float spec_35; + mediump float tmpvar_36; + tmpvar_36 = (tmpvar_33.w * tmpvar_6); + spec_35 = tmpvar_36; + mediump vec3 tmpvar_37; + tmpvar_37 = ((tmpvar_4 * tmpvar_33.xyz) + ((tmpvar_33.xyz * _SpecColor.xyz) * spec_35)); + c_34.xyz = tmpvar_37; + c_34.w = (tmpvar_7 + (spec_35 * _SpecColor.w)); + c_2 = c_34; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + highp float nh_23; + mat3 tmpvar_24; + tmpvar_24[0].x = 0.816497; + tmpvar_24[0].y = -0.408248; + tmpvar_24[0].z = -0.408248; + tmpvar_24[1].x = 0.0; + tmpvar_24[1].y = 0.707107; + tmpvar_24[1].z = -0.707107; + tmpvar_24[2].x = 0.57735; + tmpvar_24[2].y = 0.57735; + tmpvar_24[2].z = 0.57735; + mediump vec3 scalePerBasisVector_25; + mediump vec3 lm_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_26 = tmpvar_27; + lowp vec3 tmpvar_28; + tmpvar_28 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_25 = tmpvar_28; + lm_26 = (lm_26 * dot (clamp ((tmpvar_24 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_25)); + vec3 v_29; + v_29.x = tmpvar_24[0].x; + v_29.y = tmpvar_24[1].x; + v_29.z = tmpvar_24[2].x; + vec3 v_30; + v_30.x = tmpvar_24[0].y; + v_30.y = tmpvar_24[1].y; + v_30.z = tmpvar_24[2].y; + vec3 v_31; + v_31.x = tmpvar_24[0].z; + v_31.y = tmpvar_24[1].z; + v_31.z = tmpvar_24[2].z; + mediump float tmpvar_32; + tmpvar_32 = max (0.0, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_22)).z); + nh_23 = tmpvar_32; + mediump float arg1_33; + arg1_33 = (_Shininess * 128.0); + highp vec4 tmpvar_34; + tmpvar_34.xyz = lm_26; + tmpvar_34.w = pow (nh_23, arg1_33); + tmpvar_21 = tmpvar_34; + mediump vec4 tmpvar_35; + tmpvar_35 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_21); + light_3 = tmpvar_35; + lowp vec4 c_36; + lowp float spec_37; + mediump float tmpvar_38; + tmpvar_38 = (tmpvar_35.w * tmpvar_6); + spec_37 = tmpvar_38; + mediump vec3 tmpvar_39; + tmpvar_39 = ((tmpvar_4 * tmpvar_35.xyz) + ((tmpvar_35.xyz * _SpecColor.xyz) * spec_37)); + c_36.xyz = tmpvar_39; + c_36.w = (tmpvar_7 + (spec_37 * _SpecColor.w)); + c_2 = c_36; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedimigpobpidiigdojhpopihnnchadkipbabaaaaaaamaiaaaaaeaaaaaa +daaaaaaaliacaaaakeagaaaagmahaaaaebgpgodjiaacaaaaiaacaaaaaaacpopp +ciacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaahaa +adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa +acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaadaaeejaadaaeekaadaaoekaafaaaaadaaaaapiaaaaaffjaahaaoeka +aeaaaaaeaaaaapiaagaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaajaaoekaaaaappjaaaaaoeiaafaaaaad +abaaabiaaaaaffiaafaaaakaafaaaaadabaaaiiaabaaaaiaapaaaakaafaaaaad 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+adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D _LightBuffer; +#line 437 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 441 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 433 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D _LightBuffer; +#line 437 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 441 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 441 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 445 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 449 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 453 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 457 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + #line 461 + light += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_Emissive_ST] +"!!ARBvp1.0 +# 42 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[24].xyxy, c[24]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 42 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +Vector 24 [_Emissive_ST] +"vs_2_0 +; 43 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c25.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c24.xyxy, c24 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 144 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 39 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjjopijjkdbjflhpmcodajikgealnnfmpabaaaaaagaahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcmeafaaaaeaaaabaa +hbabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaalmccabaaaabaaaaaa +agbebaaaadaaaaaaagiecaaaaaaaaaaaaiaaaaaakgiocaaaaaaaaaaaaiaaaaaa +diaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +abaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai +hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal +hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaai +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaak +ncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadp +aaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaa +adaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaa +egbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaa +fgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaa +egiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaak +hcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaa +aaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaa +abaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaa +abaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaa +abaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaa +acaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaa +egiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaa +egiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaa +egiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +akaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaa +egiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_18.w; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_19; + lowp vec4 c_20; + lowp float spec_21; + mediump float tmpvar_22; + tmpvar_22 = (tmpvar_18.w * tmpvar_6); + spec_21 = tmpvar_22; + mediump vec3 tmpvar_23; + tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21)); + c_20.xyz = tmpvar_23; + c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w)); + c_2 = c_20; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec3 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + mat3 tmpvar_9; + tmpvar_9[0] = _Object2World[0].xyz; + tmpvar_9[1] = _Object2World[1].xyz; + tmpvar_9[2] = _Object2World[2].xyz; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = (tmpvar_9 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_11; + mediump vec4 normal_12; + normal_12 = tmpvar_10; + highp float vC_13; + mediump vec3 x3_14; + mediump vec3 x2_15; + mediump vec3 x1_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAr, normal_12); + x1_16.x = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAg, normal_12); + x1_16.y = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAb, normal_12); + x1_16.z = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = (normal_12.xyzz * normal_12.yzzx); + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBr, tmpvar_20); + x2_15.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBg, tmpvar_20); + x2_15.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBb, tmpvar_20); + x2_15.z = tmpvar_23; + mediump float tmpvar_24; + tmpvar_24 = ((normal_12.x * normal_12.x) - (normal_12.y * normal_12.y)); + vC_13 = tmpvar_24; + highp vec3 tmpvar_25; + tmpvar_25 = (unity_SHC.xyz * vC_13); + x3_14 = tmpvar_25; + tmpvar_11 = ((x1_16 + x2_15) + x3_14); + tmpvar_4 = tmpvar_11; + highp vec3 tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_26 = tmpvar_1.xyz; + tmpvar_27 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_28; + tmpvar_28[0].x = tmpvar_26.x; + tmpvar_28[0].y = tmpvar_27.x; + tmpvar_28[0].z = tmpvar_2.x; + tmpvar_28[1].x = tmpvar_26.y; + tmpvar_28[1].y = tmpvar_27.y; + tmpvar_28[1].z = tmpvar_2.y; + tmpvar_28[2].x = tmpvar_26.z; + tmpvar_28[2].y = tmpvar_27.z; + tmpvar_28[2].z = tmpvar_2.z; + highp vec4 tmpvar_29; + tmpvar_29.w = 1.0; + tmpvar_29.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_28 * (((_World2Object * tmpvar_29).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_18.w; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_18.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_19; + lowp vec4 c_20; + lowp float spec_21; + mediump float tmpvar_22; + tmpvar_22 = (tmpvar_18.w * tmpvar_6); + spec_21 = tmpvar_22; + mediump vec3 tmpvar_23; + tmpvar_23 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_21)); + c_20.xyz = tmpvar_23; + c_20.w = (tmpvar_7 + (spec_21 * _SpecColor.w)); + c_2 = c_20; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 144 used size, 11 vars +Vector 112 [_MainTex_ST] 4 +Vector 128 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB 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+ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 436 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 422 +v2f_surf vert_surf( in appdata_full v ) { + #line 424 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 428 + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 432 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 436 +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 440 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + #line 444 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 448 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + #line 452 + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + #line 456 + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[23].xyxy, c[23]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 34 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +Vector 23 [_Emissive_ST] +"vs_2_0 +; 35 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c24.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c24.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.zw, v3.xyxy, c23.xyxy, c23 +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 36 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpmpkelaoheakcippfllobbeejnipbkdeabaaaaaagmahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaakeaaaaaa 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+aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaaaeaaaaaaegiacaaaaaaaaaaa +ahaaaaaaogikcaaaaaaaaaaaahaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaa +egacbaaaaaaaaaaaaaaaaaajhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaia +ebaaaaaaacaaaaaabjaaaaaadiaaaaaihccabaaaafaaaaaaegacbaaaaaaaaaaa +pgipcaaaacaaaaaabjaaaaaadiaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaa +ckiacaaaadaaaaaaafaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaa +aeaaaaaaakbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa +ckiacaaaadaaaaaaagaaaaaackbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaak +bcaabaaaaaaaaaaackiacaaaadaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaajccaabaaaaaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaa +abeaaaaaaaaaiadpdiaaaaaiiccabaaaafaaaaaabkaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_12.w; + tmpvar_9 = tmpvar_18; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_19; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_20; + mediump vec4 tmpvar_21; + tmpvar_21 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_21.w; + highp float tmpvar_22; + tmpvar_22 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_24; + light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_25; + lowp float spec_26; + mediump float tmpvar_27; + tmpvar_27 = (tmpvar_21.w * tmpvar_9); + spec_26 = tmpvar_27; + mediump vec3 tmpvar_28; + tmpvar_28 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_26)); + c_25.xyz = tmpvar_28; + c_25.w = (tmpvar_10 + (spec_26 * _SpecColor.w)); + c_2 = c_25; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + highp vec4 tmpvar_5; + tmpvar_5 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_6; + highp vec4 tmpvar_7; + tmpvar_7 = (tmpvar_5 * 0.5); + highp vec2 tmpvar_8; + tmpvar_8.x = tmpvar_7.x; + tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x); + o_6.xy = (tmpvar_8 + tmpvar_7.w); + o_6.zw = tmpvar_5.zw; + tmpvar_4.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_4.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_5; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_6; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_16; + tmpvar_16 = (((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w) + ((tmpvar_15.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_17; + tmpvar_17 = color_12.xyz; + tmpvar_7 = tmpvar_17; + tmpvar_8 = tmpvar_16; + highp float tmpvar_18; + tmpvar_18 = color_12.w; + tmpvar_9 = tmpvar_18; + highp vec3 tmpvar_19; + tmpvar_19 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_19; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_20; + tmpvar_20 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_20; + mediump vec4 tmpvar_21; + tmpvar_21 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_21.w; + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_23; + tmpvar_23 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_24; + tmpvar_24 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmFull_4 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_23.w) * tmpvar_23.xyz); + lmIndirect_3 = tmpvar_26; + light_6.xyz = (tmpvar_21.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_27; + lowp float spec_28; + mediump float tmpvar_29; + tmpvar_29 = (tmpvar_21.w * tmpvar_9); + spec_28 = tmpvar_29; + mediump vec3 tmpvar_30; + tmpvar_30 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_28)); + c_27.xyz = tmpvar_30; + c_27.w = (tmpvar_10 + (spec_28 * _SpecColor.w)); + c_2 = c_27; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 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+aaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 421 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 439 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 443 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 424 +v2f_surf vert_surf( in appdata_full v ) { + #line 426 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 430 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + #line 434 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 421 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +#line 439 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 443 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 447 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 451 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 455 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 459 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 463 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 467 + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_Emissive_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[15] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..14] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].zw, vertex.texcoord[0].xyxy, c[14].xyxy, c[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +Vector 14 [_Emissive_ST] +"vs_2_0 +; 26 ALU +def c15, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c15.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c15.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.zw, v3.xyxy, c14.xyxy, c14 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecednnlhcoamjjddkhklnpaoomeehlnlneenabaaaaaaiaafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcoeadaaaaeaaaabaa +pjaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa 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+diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaaegbabaaa +aeaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_19; + mediump vec3 viewDir_20; + viewDir_20 = tmpvar_18; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23)); + vec3 v_27; + v_27.x = tmpvar_22[0].x; + v_27.y = tmpvar_22[1].x; + v_27.z = tmpvar_22[2].x; + vec3 v_28; + v_28.x = tmpvar_22[0].y; + v_28.y = tmpvar_22[1].y; + v_28.z = tmpvar_22[2].y; + vec3 v_29; + v_29.x = tmpvar_22[0].z; + v_29.y = tmpvar_22[1].z; + v_29.z = tmpvar_22[2].z; + mediump float tmpvar_30; + tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_20)).z); + nh_21 = tmpvar_30; + mediump float arg1_31; + arg1_31 = (_Shininess * 128.0); + highp vec4 tmpvar_32; + tmpvar_32.xyz = lm_24; + tmpvar_32.w = pow (nh_21, arg1_31); + tmpvar_19 = tmpvar_32; + mediump vec4 tmpvar_33; + tmpvar_33 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_19); + light_3 = tmpvar_33; + lowp vec4 c_34; + lowp float spec_35; + mediump float tmpvar_36; + tmpvar_36 = (tmpvar_33.w * tmpvar_6); + spec_35 = tmpvar_36; + mediump vec3 tmpvar_37; + tmpvar_37 = ((tmpvar_4 * tmpvar_33.xyz) + ((tmpvar_33.xyz * _SpecColor.xyz) * spec_35)); + c_34.xyz = tmpvar_37; + c_34.w = (tmpvar_7 + (spec_35 * _SpecColor.w)); + c_2 = c_34; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _Emissive_ST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + tmpvar_3.xy = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + tmpvar_3.zw = ((_glesMultiTexCoord0.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = tmpvar_3; + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec4 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _Emissive; +uniform highp vec4 _EmissiveColor; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0.xy); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_Emissive, xlv_TEXCOORD0.zw); + highp vec3 tmpvar_13; + tmpvar_13 = (((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w) + ((tmpvar_12.xyz * _EmissiveColor.xyz) * _EmissiveColor.w)); + highp vec3 tmpvar_14; + tmpvar_14 = color_9.xyz; + tmpvar_4 = tmpvar_14; + tmpvar_5 = tmpvar_13; + highp float tmpvar_15; + tmpvar_15 = color_9.w; + tmpvar_6 = tmpvar_15; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_16; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_17; + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + highp float nh_23; + mat3 tmpvar_24; + tmpvar_24[0].x = 0.816497; + tmpvar_24[0].y = -0.408248; + tmpvar_24[0].z = -0.408248; + tmpvar_24[1].x = 0.0; + tmpvar_24[1].y = 0.707107; + tmpvar_24[1].z = -0.707107; + tmpvar_24[2].x = 0.57735; + tmpvar_24[2].y = 0.57735; + tmpvar_24[2].z = 0.57735; + mediump vec3 scalePerBasisVector_25; + mediump vec3 lm_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + lm_26 = tmpvar_27; + lowp vec3 tmpvar_28; + tmpvar_28 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + scalePerBasisVector_25 = tmpvar_28; + lm_26 = (lm_26 * dot (clamp ((tmpvar_24 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_25)); + vec3 v_29; + v_29.x = tmpvar_24[0].x; + v_29.y = tmpvar_24[1].x; + v_29.z = tmpvar_24[2].x; + vec3 v_30; + v_30.x = tmpvar_24[0].y; + v_30.y = tmpvar_24[1].y; + v_30.z = tmpvar_24[2].y; + vec3 v_31; + v_31.x = tmpvar_24[0].z; + v_31.y = tmpvar_24[1].z; + v_31.z = tmpvar_24[2].z; + mediump float tmpvar_32; + tmpvar_32 = max (0.0, normalize((normalize((((scalePerBasisVector_25.x * v_29) + (scalePerBasisVector_25.y * v_30)) + (scalePerBasisVector_25.z * v_31))) + viewDir_22)).z); + nh_23 = tmpvar_32; + mediump float arg1_33; + arg1_33 = (_Shininess * 128.0); + highp vec4 tmpvar_34; + tmpvar_34.xyz = lm_26; + tmpvar_34.w = pow (nh_23, arg1_33); + tmpvar_21 = tmpvar_34; + mediump vec4 tmpvar_35; + tmpvar_35 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_21); + light_3 = tmpvar_35; + lowp vec4 c_36; + lowp float spec_37; + mediump float tmpvar_38; + tmpvar_38 = (tmpvar_35.w * tmpvar_6); + spec_37 = tmpvar_38; + mediump vec3 tmpvar_39; + tmpvar_39 = ((tmpvar_4 * tmpvar_35.xyz) + ((tmpvar_35.xyz * _SpecColor.xyz) * spec_37)); + c_36.xyz = tmpvar_39; + c_36.w = (tmpvar_7 + (spec_37 * _SpecColor.w)); + c_2 = c_36; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 160 used size, 13 vars +Vector 112 [unity_LightmapST] 4 +Vector 128 [_MainTex_ST] 4 +Vector 144 [_Emissive_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedimigpobpidiigdojhpopihnnchadkipbabaaaaaaamaiaaaaaeaaaaaa 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m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D _LightBuffer; +#line 437 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 441 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 423 +v2f_surf vert_surf( in appdata_full v ) { + #line 425 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.pack0.zw = ((v.texcoord.xy * _Emissive_ST.xy) + _Emissive_ST.zw); + #line 429 + o.screen = ComputeScreenPos( o.pos); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 433 + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec4 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec4(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 411 +struct v2f_surf { + highp vec4 pos; + highp vec4 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp vec4 _EmissiveColor; +uniform sampler2D _Emissive; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 396 +#line 420 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 _Emissive_ST; +uniform sampler2D _LightBuffer; +#line 437 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 441 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + emission += ((texture( _Emissive, IN.uv_Emissive).xyz * _EmissiveColor.xyz) * _EmissiveColor.w); + o.Albedo = color.xyz; + #line 404 + o.Emission = emission; + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + #line 408 + o.Emission *= _Opacity; + o.Alpha = _Opacity; +} +#line 441 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 445 + surfIN.uv_Emissive = IN.pack0.zw; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 449 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 453 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + mediump vec3 specColor; + #line 457 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + light += lm; + #line 461 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec4 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec4(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 20 to 48, TEX: 3 to 5 +// d3d9 - ALU: 23 to 51, TEX: 3 to 5 +// d3d11 - ALU: 15 to 32, TEX: 3 to 5, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 32, TEX: 3 to 5, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 24 ALU, 3 TEX +PARAM c[6] = { program.local[0..4], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R0, fragment.texcoord[2], texture[2], 2D; +TEX R1, fragment.texcoord[0], texture[0], 2D; +TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +LG2 R0.w, R0.w; +MUL R0.w, R1, -R0; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R2.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[5].x; +LG2 R0.x, R0.x; +LG2 R0.z, R0.z; +LG2 R0.y, R0.y; +ADD R0.xyz, -R0, fragment.texcoord[3]; +MUL R3.xyz, R0, c[0]; +MUL R3.xyz, R3, R0.w; +MAD R0.xyz, R1, R0, R3; +MUL R1.xyz, R2, c[1]; +MUL R2.xyz, R1, c[1].w; +POW R1.w, R1.w, c[3].x; +MUL R1.xyz, R1.w, c[4]; +MAD R2.xyz, R1, c[4].w, R2; +MOV R1.x, c[2]; +MAD result.color.xyz, R2, c[2].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 24 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 27 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c5, 1.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r2, t0, s0 +mov r0.y, t0.w +mov r0.x, t0.z +texld r3, r0, s1 +texldp r0, t2, s2 +log_pp r0.x, r0.x +log_pp r0.z, r0.z +log_pp r0.y, r0.y +add_pp r4.xyz, -r0, t3 +dp3 r0.x, t1, t1 +rsq r1.x, r0.x +mul_sat r0.z, r1.x, t1 +log_pp r0.x, r0.w +mul_pp r5.xyz, r4, c0 +mul_pp r0.x, r2.w, -r0 +mul_pp r6.xyz, r5, r0.x +add r1.x, -r0.z, c5 +pow_pp r5.x, r1.x, c3.x +mad_pp r2.xyz, r2, r4, r6 +mul r4.xyz, r3, c1 +mov_pp r1.x, r5.x +mul r3.xyz, r1.x, c4 +mul r4.xyz, r4, c1.w +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 24 instructions, 4 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedcabpldginganlkjgmkdegmjcdkbbieidabaaaaaaiiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefciaadaaaaeaaaaaaaoaaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +egaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaa +abaaaaaaegaobaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaa +abaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaabaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 24 instructions, 4 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddfjhgnbhhaaagbfdiimimaejgcfjonomabaaaaaaaiahaaaaaeaaaaaa +daaaaaaakmacaaaadeagaaaaneagaaaaebgpgodjheacaaaaheacaaaaaaacpppp +cmacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaaaaaaaaa +abababaaacacacaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaaadaaabaaaaaaaaaa +aaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaaiaaaaadaaaaaiiaabaaoelaabaaoela +ahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakklaacaaaaad +aaaacbiaaaaaaaibaeaaaakacaaaaaadabaaaiiaaaaaaaiaacaaffkaafaaaaad +aaaaahiaabaappiaadaaoekaabaaaaacabaaabiaaaaakklaabaaaaacabaaacia +aaaapplaagaaaaacaaaaaiiaacaapplaafaaaaadacaaadiaaaaappiaacaaoela +ecaaaaadabaaapiaabaaoeiaabaioekaecaaaaadacaacpiaacaaoeiaacaioeka +ecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaabaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaadaappka +abaaoeiaapaaaaacabaacbiaacaaaaiaapaaaaacabaacciaacaaffiaapaaaaac +abaaceiaacaakkiaapaaaaacaaaaciiaacaappiaacaaaaadabaachiaabaaoeib +adaaoelaafaaaaadacaachiaabaaoeiaaaaaoekaafaaaaadaaaaciiaadaappia +aaaappibafaaaaadacaachiaaaaappiaacaaoeiaabaaaaacabaaaiiaacaaaaka +aeaaaaaeaeaaciiaaaaappiaaaaappkaabaappiaaeaaaaaeabaachiaadaaoeia +abaaoeiaacaaoeiaaeaaaaaeaeaachiaaaaaoeiaacaaaakaabaaoeiaabaaaaac +aaaicpiaaeaaoeiappppaaaafdeieefciaadaaaaeaaaaaaaoaaaaaaafjaaaaae +egiocaaaaaaaaaaaahaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +aeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa +abaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaacpaaaaafpcaabaaaabaaaaaaegaobaaaabaaaaaaaaaaaaaihcaabaaa +abaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaa +acaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaa +adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +icaabaaaaaaaaaaadkaabaiaebaaaaaaabaaaaaadkaabaaaadaaaaaadiaaaaah +hcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaa +aaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaa +afaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 35 ALU, 5 TEX +PARAM c[7] = { program.local[0..5], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TXP R0, fragment.texcoord[2], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[0], texture[0], 2D; +TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R2.xyz, R2.w, R2; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, c[6].x; +DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R1.w, R2.w; +RCP R1.w, R1.w; +LG2 R0.w, R0.w; +MAD R2.xyz, R2, c[6].x, -R1; +MAD_SAT R1.w, R1, c[5].z, c[5]; +MAD R1.xyz, R1.w, R2, R1; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL R2.xyz, R4, c[1]; +MUL R0.w, R3, -R0; +LG2 R0.x, R0.x; +LG2 R0.y, R0.y; +LG2 R0.z, R0.z; +ADD R0.xyz, -R0, R1; +MUL R1.xyz, R0, c[0]; +MUL R1.xyz, R1, R0.w; +MAD R0.xyz, R3, R0, R1; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.x, -R1.w, c[6].y; +POW R1.x, R1.x, c[3].x; +MUL R1.xyz, R1.x, c[4]; +MUL R2.xyz, R2, c[1].w; +MAD R2.xyz, R1, c[4].w, R2; +MOV R1.x, c[2]; +MAD result.color.xyz, R2, c[2].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 35 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 36 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 1.00000000, 8.00000000, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r1, t2, s2 +texld r3, t3, s3 +mov r0.y, t0.w +mov r0.x, t0.z +log_pp r1.x, r1.x +mul_pp r3.xyz, r3.w, r3 +log_pp r1.y, r1.y +log_pp r1.z, r1.z +texld r4, r0, s1 +texld r0, t3, s4 +mul_pp r5.xyz, r0.w, r0 +mul_pp r5.xyz, r5, c6.y +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r0.x, r0.x +mul r4.xyz, r4, c1 +mad_pp r3.xyz, r3, c6.y, -r5 +mad_sat r0.x, r0, c5.z, c5.w +mad_pp r0.xyz, r0.x, r3, r5 +add_pp r3.xyz, -r1, r0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_pp r5.xyz, r3, c0 +mul_sat r0.z, r0.x, t1 +log_pp r1.x, r1.w +mul_pp r0.x, r2.w, -r1 +mul_pp r6.xyz, r5, r0.x +add r1.x, -r0.z, c6 +pow_pp r5.x, r1.x, c3.x +mad_pp r2.xyz, r2, r3, r6 +mov_pp r1.x, r5.x +mul r3.xyz, r1.x, c4 +mul r4.xyz, r4, c1.w +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 192 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 160 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeahnnhfepjdhkhdnpbmnfnfoeejaeopnabaaaaaaciagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcaiafaaaa +eaaaaaaaecabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaahicaabaaaaaaaaaaa +egbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa +akaaaaaadkiacaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaa +acaaaaaaegaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egacbaiaebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 192 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 160 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 21 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedapkapkofbiankfigllnciejnaaghpoboabaaaaaajeajaaaaaeaaaaaa +daaaaaaajiadaaaakiaiaaaagaajaaaaebgpgodjgaadaaaagaadaaaaaaacpppp +aeadaaaafmaaaaaaadaadiaaaaaafmaaaaaafmaaafaaceaaaaaafmaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaa +adaaabaaaaaaaaaaaaaaakaaabaaaeaaaaaaaaaaaaacppppfbaaaaafafaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaadla +bpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaac +aaaaaajaaeaiapkaagaaaaacaaaaaiiaacaapplaafaaaaadaaaaadiaaaaappia 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+cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaahicaabaaaaaaaaaaa +egbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa +akaaaaaadkiacaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaa +acaaaaaaegaobaaaacaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egacbaiaebaaaaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaia +ebaaaaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 48 ALU, 5 TEX +PARAM c[10] = { program.local[0..5], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[6].z; +MUL R2.xyz, R2.w, R2; +MUL R5.xyz, R3.y, c[9]; +MAD R5.xyz, R3.x, c[8], R5; +MAD R5.xyz, R3.z, c[7], R5; +DP3 R3.w, R5, R5; +RSQ R4.w, R3.w; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MOV R2.w, c[7]; +DP3 R3.x, R3, c[6].y; +MUL R2.xyz, R2, R3.x; +RSQ R3.w, R3.w; +MUL R5.xyz, R4.w, R5; +MAD R5.xyz, fragment.texcoord[1], R3.w, R5; +DP3 R3.w, R5, R5; +RSQ R3.w, R3.w; +MUL R3.w, R3, R5.z; +MUL R2.xyz, R2, c[6].z; +MAX R3.w, R3, c[6]; +MUL R2.w, R2, c[1].x; +POW R2.w, R3.w, R2.w; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +LG2 R1.w, R1.w; +ADD R1, -R1, R2; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R2.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.x, -R1.w, c[6]; +POW R1.w, R1.x, c[4].x; +MUL R2.xyz, R4, c[2]; +MUL R1.xyz, R2, c[2].w; +MUL R2.xyz, R1.w, c[5]; +MAD R1.xyz, R2, c[5].w, R1; +MOV R1.w, c[3].x; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 48 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 51 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +def c9, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r4, t0, s0 +texldp r3, t2, s2 +texld r2, t3, s3 +mov r0.y, t0.w +mov r0.x, t0.z +log_pp r1.w, r3.w +texld r6, r0, s1 +texld r0, t3, s4 +mul_pp r0.xyz, r0.w, r0 +mul_pp r7.xyz, r0, c6.y +mul r0.xyz, r7.y, c7 +mad r0.xyz, r7.x, c8, r0 +mad r5.xyz, r7.z, c9, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c6.w +mul_pp r0.x, c7.w, r0 +pow r5.x, r1.x, r0.x +mul_pp r1.xyz, r2.w, r2 +dp3_pp r0.x, r7, c6.z +mul_pp r0.xyz, r1, r0.x +mul_pp r0.xyz, r0, c6.y +log_pp r1.x, r3.x +log_pp r1.y, r3.y +log_pp r1.z, r3.z +mov r0.w, r5.x +add_pp r2, -r1, r0 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +mul_pp r0.x, r4.w, r2.w +mul_pp r3.xyz, r2, c0 +mul_pp r3.xyz, r3, r0.x +mad_pp r3.xyz, r4, r2, r3 +mov_pp r2.x, c3 +add r1.x, -r0.z, c6 +mad_pp r1.w, r0.x, c0, r2.x +pow_pp r0.w, r1.x, c4.x +mul r1.xyz, r6, c2 +mul r1.xyz, r1, c2.w +mul r0.xyz, r0.w, c5 +mad r0.xyz, r0, c5.w, r1 +mad_pp r1.xyz, r0, c3.x, r3 +mov_pp oC0, r1 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 192 // 112 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 32 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedemcffagpeebgillniajkheaplombelenabaaaaaafiahaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfaagaaaaeaaaaaaajeabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae 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+aaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaadgcaaaaf +bcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaia +ebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaa +abaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaagaaaaaabaaaaaahccaabaaa +aaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaa +aaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaa +cpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaabkaabaaa +aaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaa +efaaaaajpcaabaaaadaaaaaajgafbaaaaaaaaaaaeghobaaaacaaaaaaaagabaaa +acaaaaaacpaaaaafpcaabaaaadaaaaaadgajbaaaadaaaaaaefaaaaajpcaabaaa +aeaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaah +ccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaa +aaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaaacaaaaaa +agaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaaipcaabaaaaaaaaaaaegaobaaa +acaaaaaaegaobaiaebaaaaaaadaaaaaadiaaaaaihcaabaaaacaaaaaajgahbaaa +aaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa +egaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaa +acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaa +akaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaa +efaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaa +aeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +agaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +agiacaaaaaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 192 // 112 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 46 instructions, 5 temp regs, 0 temp arrays: +// ALU 32 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 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+acaaaaaajgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaa +adaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaah +pcaabaaaaaaaaaaaegaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaa +aaaaaaaaagajbaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaal +iccabaaaaaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaa +aaaaaaaaafaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaabaaaaaaagiacaaaaaaaaaaaafaaaaaajgahbaaaaaaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +aeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[6] = { program.local[0..4], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R0, fragment.texcoord[2], texture[2], 2D; +TEX R1, fragment.texcoord[0], texture[0], 2D; +TEX R2.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R0.w, R1, R0; +ADD R0.xyz, R0, fragment.texcoord[3]; +MUL R3.xyz, R0, c[0]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL R3.xyz, R3, R0.w; +MAD R0.xyz, R1, R0, R3; +MUL R1.xyz, R2, c[1]; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[5].x; +MUL R2.xyz, R1, c[1].w; +POW R1.w, R1.w, c[3].x; +MUL R1.xyz, R1.w, c[4]; +MAD R2.xyz, R1, c[4].w, R2; +MOV R1.x, c[2]; +MAD result.color.xyz, R2, c[2].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 20 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +"ps_2_0 +; 23 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c5, 1.00000000, 0, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xyz +texld r3, t0, s0 +texldp r4, t2, s2 +add_pp r5.xyz, r4, t3 +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +add r1.x, -r0.z, c5 +mov r0.y, t0.w +mov r0.x, t0.z +mul_pp r4.xyz, r5, c0 +texld r2, r0, s1 +mul_pp r0.x, r3.w, r4.w +mul_pp r6.xyz, r4, r0.x +pow_pp r4.w, r1.x, c3.x +mov_pp r1.x, r4.w +mul r4.xyz, r2, c1 +mul r2.xyz, r1.x, c4 +mul r4.xyz, r4, c1.w +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad_pp r3.xyz, r3, r5, r6 +mad r2.xyz, r2, c4.w, r4 +mad_pp r0.xyz, r2, c2.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 23 instructions, 4 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeigkeinllhgjacbjeajmbbicbniaobimabaaaaaagmaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgeadaaaaeaaaaaaanjaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +egaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaabaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaaj +hcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaa +egacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 112 used size, 11 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +// 23 instructions, 4 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfoiiaindjojpechbepbpjdedlihegaonabaaaaaalmagaaaaaeaaaaaa +daaaaaaahmacaaaaoiafaaaaiiagaaaaebgpgodjeeacaaaaeeacaaaaaaacpppp +pmabaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaaaaaaaaa +abababaaacacacaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaaadaaabaaaaaaaaaa +aaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaaiaaaaadaaaaaiiaabaaoelaabaaoela +ahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakklaacaaaaad +aaaacbiaaaaaaaibaeaaaakacaaaaaadabaaaiiaaaaaaaiaacaaffkaafaaaaad +aaaaahiaabaappiaadaaoekaabaaaaacabaaabiaaaaakklaabaaaaacabaaacia +aaaapplaagaaaaacaaaaaiiaacaapplaafaaaaadacaaadiaaaaappiaacaaoela +ecaaaaadabaaapiaabaaoeiaabaioekaecaaaaadacaacpiaacaaoeiaacaioeka +ecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaabaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaadaappka +abaaoeiaacaaaaadabaachiaacaaoeiaadaaoelaafaaaaadacaachiaabaaoeia +aaaaoekaafaaaaadaaaaciiaacaappiaadaappiaafaaaaadacaachiaaaaappia +acaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaaeaeaaciiaaaaappiaaaaappka +abaappiaaeaaaaaeabaachiaadaaoeiaabaaoeiaacaaoeiaaeaaaaaeaeaachia +aaaaoeiaacaaaakaabaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaafdeieefc +geadaaaaeaaaaaaanjaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaa +dkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaa +abaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 31 ALU, 5 TEX +PARAM c[7] = { program.local[0..5], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R1, fragment.texcoord[3], texture[4], 2D; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[0], texture[0], 2D; +TXP R0, fragment.texcoord[2], texture[2], 2D; +TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R2.xyz, R2.w, R2; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, c[6].x; +DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R1.w, R2.w; +RCP R1.w, R1.w; +MAD R2.xyz, R2, c[6].x, -R1; +MAD_SAT R1.w, R1, c[5].z, c[5]; +MAD R1.xyz, R1.w, R2, R1; +ADD R0.xyz, R0, R1; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL R2.xyz, R4, c[1]; +MUL R1.xyz, R0, c[0]; +MUL R0.w, R3, R0; +MUL R1.xyz, R1, R0.w; +MAD R0.xyz, R3, R0, R1; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.x, -R1.w, c[6].y; +POW R1.x, R1.x, c[3].x; +MUL R1.xyz, R1.x, c[4]; +MUL R2.xyz, R2, c[1].w; +MAD R2.xyz, R1, c[4].w, R2; +MOV R1.x, c[2]; +MAD result.color.xyz, R2, c[2].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 31 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Vector 1 [_EmissiveColor] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +Vector 5 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 32 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 1.00000000, 8.00000000, 0, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r1, t2, s2 +texld r4, t3, s4 +mul_pp r4.xyz, r4.w, r4 +mul_pp r4.xyz, r4, c6.y +mov r0.y, t0.w +mov r0.x, t0.z +texld r3, r0, s1 +texld r0, t3, s3 +mul_pp r5.xyz, r0.w, r0 +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_pp r5.xyz, r5, c6.y, -r4 +mad_sat r0.x, r0, c5.z, c5.w +mad_pp r0.xyz, r0.x, r5, r4 +add_pp r4.xyz, r1, r0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r5.xyz, r4, c0 +mul_pp r0.x, r2.w, r1.w +mul_pp r6.xyz, r5, r0.x +add r1.x, -r0.z, c6 +pow_pp r5.x, r1.x, c3.x +mad_pp r2.xyz, r2, r4, r6 +mul r4.xyz, r3, c1 +mov_pp r1.x, r5.x +mul r3.xyz, r1.x, c4 +mul r4.xyz, r4, c1.w +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mad r3.xyz, r3, c4.w, r4 +mad_pp r0.xyz, r3, c2.x, r2 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 192 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 160 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 33 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlbnhaggjgpajghecegdnflekmefhhoihabaaaaaaamagaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcomaeaaaa +eaaaaaaadlabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaa +ffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +lcbabaaaadaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaafaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaagaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaagaaaaaaegacbaaaabaaaaaabbaaaaahicaabaaaaaaaaaaa +egbobaaaafaaaaaaegbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa +akaaaaaadkiacaaaaaaaaaaaakaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +aeaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaa +eghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaaakiacaaaaaaaaaaaafaaaaaadcaaaaaj +hcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaafaaaaaa +egacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 192 // 176 used size, 13 vars +Vector 32 [_SpecColor] 4 +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +Vector 160 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 33 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedoeilmmnlpghmkmngbakhgoibabmoaodoabaaaaaaeiajaaaaaeaaaaaa +daaaaaaagiadaaaafmaiaaaabeajaaaaebgpgodjdaadaaaadaadaaaaaaacpppp +neacaaaafmaaaaaaadaadiaaaaaafmaaaaaafmaaafaaceaaaaaafmaaaaaaaaaa +abababaaacacacaaadadadaaaeaeaeaaaaaaacaaabaaaaaaaaaaaaaaaaaaaeaa +adaaabaaaaaaaaaaaaaaakaaabaaaeaaaaaaaaaaaaacppppfbaaaaafafaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaadla +bpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkabpaaaaac +aaaaaajaaeaiapkaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaabia +aaaappiaafaaaaadaaaabbiaaaaaaaiaabaakklaacaaaaadaaaacbiaaaaaaaib +afaaaakacaaaaaadabaaaiiaaaaaaaiaacaaffkaafaaaaadaaaaahiaabaappia +adaaoekaabaaaaacabaaabiaaaaakklaabaaaaacabaaaciaaaaapplaagaaaaac +aaaaaiiaacaapplaafaaaaadacaaadiaaaaappiaacaaoelaecaaaaadabaaapia +abaaoeiaabaioekaecaaaaadadaacpiaadaaoelaaeaioekaecaaaaadaeaacpia +adaaoelaadaioekaecaaaaadacaacpiaacaaoeiaacaioekaecaaaaadafaacpia +aaaaoelaaaaioekaafaaaaadabaaahiaabaaoeiaabaaoekaafaaaaadabaaahia +abaaoeiaabaappkaaeaaaaaeaaaachiaaaaaoeiaadaappkaabaaoeiaajaaaaad +aaaaaiiaaeaaoelaaeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiia +aaaappiaaeaaaaaeaaaadiiaaaaappiaaeaakkkaaeaappkaafaaaaadadaaciia +adaappiaafaaffkaafaaaaadabaachiaadaaoeiaadaappiaafaaaaadabaaciia +aeaappiaafaaffkaaeaaaaaeadaachiaabaappiaaeaaoeiaabaaoeibaeaaaaae +abaachiaaaaappiaadaaoeiaabaaoeiaacaaaaadabaachiaabaaoeiaacaaoeia +afaaaaadacaachiaabaaoeiaaaaaoekaafaaaaadaaaaciiaacaappiaafaappia +afaaaaadacaachiaaaaappiaacaaoeiaabaaaaacabaaaiiaacaaaakaaeaaaaae +adaaciiaaaaappiaaaaappkaabaappiaaeaaaaaeabaachiaafaaoeiaabaaoeia +acaaoeiaaeaaaaaeadaachiaaaaaoeiaacaaaakaabaaoeiaabaaaaacaaaicpia +adaaoeiappppaaaafdeieefcomaeaaaaeaaaaaaadlabaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaa +aeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaa +ffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaa +aeaaaaaagcbaaaadpcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +aeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +afaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaagaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaagaaaaaaegacbaaa +abaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaafaaaaaaegbobaaaafaaaaaa +elaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaa +dkaabaaaaaaaaaaackiacaaaaaaaaaaaakaaaaaadkiacaaaaaaaaaaaakaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaaeghobaaaaeaaaaaaaagabaaa +aeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa +diaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaak +hcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaa +abaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +acaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaadkaabaaa +adaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaa +akiacaaaaaaaaaaaafaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaafaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheo +laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakeaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapalaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +adadaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapapaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 44 ALU, 5 TEX +PARAM c[10] = { program.local[0..5], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEMP R5; +TEX R2, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[3], texture[4], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R1, fragment.texcoord[2], texture[2], 2D; +TEX R4.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[6].z; +MUL R2.xyz, R2.w, R2; +MUL R5.xyz, R3.y, c[9]; +MAD R5.xyz, R3.x, c[8], R5; +MAD R5.xyz, R3.z, c[7], R5; +DP3 R3.w, R5, R5; +RSQ R4.w, R3.w; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MOV R2.w, c[7]; +DP3 R3.x, R3, c[6].y; +MUL R2.xyz, R2, R3.x; +RSQ R3.w, R3.w; +MUL R5.xyz, R4.w, R5; +MAD R5.xyz, fragment.texcoord[1], R3.w, R5; +DP3 R3.w, R5, R5; +RSQ R3.w, R3.w; +MUL R3.w, R3, R5.z; +MUL R2.xyz, R2, c[6].z; +MAX R3.w, R3, c[6]; +MUL R2.w, R2, c[1].x; +POW R2.w, R3.w, R2.w; +ADD R1, R1, R2; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R2.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.x, -R1.w, c[6]; +POW R1.w, R1.x, c[4].x; +MUL R2.xyz, R4, c[2]; +MUL R1.xyz, R2, c[2].w; +MUL R2.xyz, R1.w, c[5]; +MAD R1.xyz, R2, c[5].w, R1; +MOV R1.w, c[3].x; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 44 instructions, 6 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Vector 2 [_EmissiveColor] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_Emissive] 2D +SetTexture 2 [_LightBuffer] 2D +SetTexture 3 [unity_Lightmap] 2D +SetTexture 4 [unity_LightmapInd] 2D +"ps_2_0 +; 47 ALU, 5 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +dcl_2d s4 +def c6, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c7, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c8, 0.81649655, 0.00000000, 0.57735026, 0 +def c9, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0 +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r4, t0, s0 +texldp r3, t2, s2 +texld r2, t3, s3 +mov r0.y, t0.w +mov r0.x, t0.z +texld r6, r0, s1 +texld r0, t3, s4 +mul_pp r0.xyz, r0.w, r0 +mul_pp r7.xyz, r0, c6.y +mul r0.xyz, r7.y, c7 +mad r0.xyz, r7.x, c8, r0 +mad r5.xyz, r7.z, c9, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c6.w +mul_pp r0.x, c7.w, r0 +pow r5.x, r1.x, r0.x +mul_pp r1.xyz, r2.w, r2 +dp3_pp r0.x, r7, c6.z +mul_pp r0.xyz, r1, r0.x +dp3 r1.x, t1, t1 +mul_pp r0.xyz, r0, c6.y +mov r0.w, r5.x +add_pp r2, r3, r0 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +mul_pp r0.x, r4.w, r2.w +mul_pp r3.xyz, r2, c0 +mul_pp r3.xyz, r3, r0.x +mad_pp r3.xyz, r4, r2, r3 +mov_pp r2.x, c3 +add r1.x, -r0.z, c6 +mad_pp r1.w, r0.x, c0, r2.x +pow_pp r0.w, r1.x, c4.x +mul r1.xyz, r6, c2 +mul r1.xyz, r1, c2.w +mul r0.xyz, r0.w, c5 +mad r0.xyz, r0, c5.w, r1 +mad_pp r1.xyz, r0, c3.x, r3 +mov_pp oC0, r1 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 192 // 112 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedmoncopiemgihppomoigagdejlfcjfkidabaaaaaaeaahaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadadaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcdiagaaaaeaaaaaaaioabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaae +aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae 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+SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 192 // 112 used size, 13 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Vector 64 [_EmissiveColor] 4 +Float 80 [_Opacity] +Float 84 [_RimFalloff] +Vector 96 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_Emissive] 2D 1 +SetTexture 2 [_LightBuffer] 2D 2 +SetTexture 3 [unity_Lightmap] 2D 3 +SetTexture 4 [unity_LightmapInd] 2D 4 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 5 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddlpgmmdbiibhpneibdodjbpfjagnpdggabaaaaaaemalaaaaaeaaaaaa 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"LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 67 + + } + Fallback "Self-Illumin/Specular" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/fxaa b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/fxaa new file mode 100644 index 0000000..b624502 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/fxaa @@ -0,0 +1,984 @@ +// Created by Nils Daumann on 19.06.2011. +// Copyright (c) 2011 Nils Daumann + +// LICENSE: +// Without a written permission by Nils Ole Daumann, you are not +// allowed to temporary or permanent rent, sell, transfer, pawn or +// otherwise distribute this file. +// The license for this file cannot be transferred to a third party. +// You are allowed to manipulate the file at will (at your own risk). +// But you are not allowed to under any circumstances and without +// a written permission by Nils Ole Daumann rent, transfer, sell, +// pawn or otherwise distribute the manipulated file. +// The only exception is the distribution of this original or manipulated file +// as part of real time applications, ensuring that the file is +// not allowed to be used outside of these applications by a third party. + +// www.slindev.com + +Shader "Hidden/SlinDev/Desktop/PostProcessing/FXAA" +{ + Properties + { + _MainTex ("Base (RGB)", RECT) = "white" {} + } + + SubShader + { + Pass + { + ZTest Always + Cull Off + ZWrite Off + Fog { Mode off } + + Program "vp" { +// Vertex combos: 1 +// d3d9 - ALU: 7 to 7 +// d3d11 - ALU: 1 to 1, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +"!!GLSL +#ifdef VERTEX +varying vec4 xlv_TEXCOORD0; +uniform vec4 _MainTex_TexelSize; + +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xy = gl_MultiTexCoord0.xy; + tmpvar_1.zw = (gl_MultiTexCoord0.xy - (_MainTex_TexelSize.xy * 0.75)); + gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); + xlv_TEXCOORD0 = tmpvar_1; +} + + +#endif +#ifdef FRAGMENT +#extension GL_ARB_shader_texture_lod : enable +varying vec4 xlv_TEXCOORD0; +uniform vec4 _MainTex_TexelSize; +uniform sampler2D _MainTex; +void main () +{ + vec4 tmpvar_1; + vec2 dir_2; + vec2 tmpvar_3; + tmpvar_3.y = 0.0; + tmpvar_3.x = _MainTex_TexelSize.x; + vec4 tmpvar_4; + tmpvar_4.zw = vec2(0.0, 0.0); + tmpvar_4.xy = (xlv_TEXCOORD0.zw + tmpvar_3); + vec2 tmpvar_5; + tmpvar_5.x = 0.0; + tmpvar_5.y = _MainTex_TexelSize.y; + vec4 tmpvar_6; + tmpvar_6.zw = vec2(0.0, 0.0); + tmpvar_6.xy = (xlv_TEXCOORD0.zw + tmpvar_5); + vec4 tmpvar_7; + tmpvar_7.zw = vec2(0.0, 0.0); + tmpvar_7.xy = (xlv_TEXCOORD0.zw + _MainTex_TexelSize.xy); + float tmpvar_8; + tmpvar_8 = dot (texture2DLod (_MainTex, xlv_TEXCOORD0.zw, 0.0).xyz, vec3(0.299, 0.587, 0.114)); + float tmpvar_9; + tmpvar_9 = dot (texture2DLod (_MainTex, tmpvar_4.xy, 0.0).xyz, vec3(0.299, 0.587, 0.114)); + float tmpvar_10; + tmpvar_10 = dot (texture2DLod (_MainTex, tmpvar_6.xy, 0.0).xyz, vec3(0.299, 0.587, 0.114)); + float tmpvar_11; + tmpvar_11 = dot (texture2DLod (_MainTex, tmpvar_7.xy, 0.0).xyz, vec3(0.299, 0.587, 0.114)); + float tmpvar_12; + tmpvar_12 = dot (texture2DLod (_MainTex, xlv_TEXCOORD0.xy, 0.0).xyz, vec3(0.299, 0.587, 0.114)); + float tmpvar_13; + tmpvar_13 = min (tmpvar_12, min (min (tmpvar_8, tmpvar_9), min (tmpvar_10, tmpvar_11))); + float tmpvar_14; + tmpvar_14 = max (tmpvar_12, max (max (tmpvar_8, tmpvar_9), max (tmpvar_10, tmpvar_11))); + dir_2.x = ((tmpvar_10 + tmpvar_11) - (tmpvar_8 + tmpvar_9)); + dir_2.y = ((tmpvar_8 + tmpvar_10) - (tmpvar_9 + tmpvar_11)); + vec2 tmpvar_15; + tmpvar_15 = (min (vec2(8.0, 8.0), max (vec2(-8.0, -8.0), (dir_2 * (1.0/((min (abs(dir_2.x), abs(dir_2.y)) + max (((((tmpvar_8 + tmpvar_9) + tmpvar_10) + tmpvar_11) * 0.03125), 0.0078125))))))) * _MainTex_TexelSize.xy); + dir_2 = tmpvar_15; + vec4 tmpvar_16; + tmpvar_16.zw = vec2(0.0, 0.0); + tmpvar_16.xy = (xlv_TEXCOORD0.xy + (tmpvar_15 * -0.166667)); + vec4 tmpvar_17; + tmpvar_17.zw = vec2(0.0, 0.0); + tmpvar_17.xy = (xlv_TEXCOORD0.xy + (tmpvar_15 * 0.166667)); + vec3 tmpvar_18; + tmpvar_18 = (0.5 * (texture2DLod (_MainTex, tmpvar_16.xy, 0.0).xyz + texture2DLod (_MainTex, tmpvar_17.xy, 0.0).xyz)); + vec4 tmpvar_19; + tmpvar_19.zw = vec2(0.0, 0.0); + tmpvar_19.xy = (xlv_TEXCOORD0.xy + (tmpvar_15 * -0.5)); + vec4 tmpvar_20; + tmpvar_20.zw = vec2(0.0, 0.0); + tmpvar_20.xy = (xlv_TEXCOORD0.xy + (tmpvar_15 * 0.5)); + vec3 tmpvar_21; + tmpvar_21 = ((tmpvar_18 * 0.5) + (0.25 * (texture2DLod (_MainTex, tmpvar_19.xy, 0.0).xyz + texture2DLod (_MainTex, tmpvar_20.xy, 0.0).xyz))); + float tmpvar_22; + tmpvar_22 = dot (tmpvar_21, vec3(0.299, 0.587, 0.114)); + if (((tmpvar_22 < tmpvar_13) || (tmpvar_22 > tmpvar_14))) { + vec4 tmpvar_23; + tmpvar_23.w = 1.0; + tmpvar_23.xyz = tmpvar_18; + tmpvar_1 = tmpvar_23; + } else { + vec4 tmpvar_24; + tmpvar_24.w = 1.0; + tmpvar_24.xyz = tmpvar_21; + tmpvar_1 = tmpvar_24; + }; + gl_FragData[0] = tmpvar_1; +} + + +#endif +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 4 [_MainTex_TexelSize] +"vs_3_0 +; 7 ALU +dcl_position o0 +dcl_texcoord0 o1 +def c5, 0.75000000, 0, 0, 0 +dcl_position0 v0 +dcl_texcoord0 v1 +mov r0.xy, c4 +mad o1.zw, c5.x, -r0.xyxy, v1.xyxy +mov o1.xy, v1 +dp4 o0.w, v0, c3 +dp4 o0.z, v0, c2 +dp4 o0.y, v0, c1 +dp4 o0.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "texcoord" TexCoord0 +ConstBuffer "$Globals" 32 // 32 used size, 2 vars +Vector 16 [_MainTex_TexelSize] 4 +ConstBuffer "UnityPerDraw" 336 // 64 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +BindCB "$Globals" 0 +BindCB "UnityPerDraw" 1 +// 7 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedomhnakjjegdgnhbeoddhigjpdalhheicabaaaaaacmacaaaaadaaaaaa +cmaaaaaaiaaaaaaaniaaaaaaejfdeheoemaaaaaaacaaaaaaaiaaaaaadiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaaebaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafaepfdejfeejepeoaafeeffiedepepfceeaaklkl +epfdeheofaaaaaaaacaaaaaaaiaaaaaadiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaeeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaa +fdfgfpfagphdgjhegjgpgoaafeeffiedepepfceeaaklklklfdeieefcemabaaaa +eaaaabaafdaaaaaafjaaaaaeegiocaaaaaaaaaaaacaaaaaafjaaaaaeegiocaaa +abaaaaaaaeaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaaddcbabaaaabaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaagiaaaaac +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaabaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaabaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaabaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaao +mccabaaaabaaaaaaagiecaiaebaaaaaaaaaaaaaaabaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaeadpaaaaeadpagbebaaaabaaaaaadgaaaaafdccabaaaabaaaaaa +egbabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + highp vec4 tmpvar_1; + mediump vec2 tmpvar_2; + tmpvar_2 = _glesMultiTexCoord0.xy; + tmpvar_1.xy = tmpvar_2; + tmpvar_1.zw = (tmpvar_1.xy - (_MainTex_TexelSize.xy * 0.75)); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_1; +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shader_texture_lod : enable +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform sampler2D _MainTex; +void main () +{ + highp vec4 tmpvar_1; + highp vec3 rgbA_2; + highp vec2 dir_3; + highp vec3 rgbM_4; + highp vec3 rgbSE_5; + highp vec3 rgbSW_6; + highp vec3 rgbNE_7; + highp vec3 rgbNW_8; + lowp vec3 tmpvar_9; + tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.zw, 0.0).xyz; + rgbNW_8 = tmpvar_9; + highp vec2 tmpvar_10; + tmpvar_10.y = 0.0; + tmpvar_10.x = _MainTex_TexelSize.x; + highp vec4 tmpvar_11; + tmpvar_11.zw = vec2(0.0, 0.0); + tmpvar_11.xy = (xlv_TEXCOORD0.zw + tmpvar_10); + lowp vec3 tmpvar_12; + tmpvar_12 = texture2DLodEXT (_MainTex, tmpvar_11.xy, 0.0).xyz; + rgbNE_7 = tmpvar_12; + highp vec2 tmpvar_13; + tmpvar_13.x = 0.0; + tmpvar_13.y = _MainTex_TexelSize.y; + highp vec4 tmpvar_14; + tmpvar_14.zw = vec2(0.0, 0.0); + tmpvar_14.xy = (xlv_TEXCOORD0.zw + tmpvar_13); + lowp vec3 tmpvar_15; + tmpvar_15 = texture2DLodEXT (_MainTex, tmpvar_14.xy, 0.0).xyz; + rgbSW_6 = tmpvar_15; + highp vec4 tmpvar_16; + tmpvar_16.zw = vec2(0.0, 0.0); + tmpvar_16.xy = (xlv_TEXCOORD0.zw + _MainTex_TexelSize.xy); + lowp vec3 tmpvar_17; + tmpvar_17 = texture2DLodEXT (_MainTex, tmpvar_16.xy, 0.0).xyz; + rgbSE_5 = tmpvar_17; + lowp vec3 tmpvar_18; + tmpvar_18 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.xy, 0.0).xyz; + rgbM_4 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (rgbNW_8, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_20; + tmpvar_20 = dot (rgbNE_7, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_21; + tmpvar_21 = dot (rgbSW_6, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_22; + tmpvar_22 = dot (rgbSE_5, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_23; + tmpvar_23 = dot (rgbM_4, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_24; + tmpvar_24 = min (tmpvar_23, min (min (tmpvar_19, tmpvar_20), min (tmpvar_21, tmpvar_22))); + highp float tmpvar_25; + tmpvar_25 = max (tmpvar_23, max (max (tmpvar_19, tmpvar_20), max (tmpvar_21, tmpvar_22))); + dir_3.x = ((tmpvar_21 + tmpvar_22) - (tmpvar_19 + tmpvar_20)); + dir_3.y = ((tmpvar_19 + tmpvar_21) - (tmpvar_20 + tmpvar_22)); + highp vec2 tmpvar_26; + tmpvar_26 = (min (vec2(8.0, 8.0), max (vec2(-8.0, -8.0), (dir_3 * (1.0/((min (abs(dir_3.x), abs(dir_3.y)) + max (((((tmpvar_19 + tmpvar_20) + tmpvar_21) + tmpvar_22) * 0.03125), 0.0078125))))))) * _MainTex_TexelSize.xy); + dir_3 = tmpvar_26; + highp vec4 tmpvar_27; + tmpvar_27.zw = vec2(0.0, 0.0); + tmpvar_27.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * -0.166667)); + highp vec4 tmpvar_28; + tmpvar_28.zw = vec2(0.0, 0.0); + tmpvar_28.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * 0.166667)); + lowp vec3 tmpvar_29; + tmpvar_29 = (0.5 * (texture2DLodEXT (_MainTex, tmpvar_27.xy, 0.0).xyz + texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0).xyz)); + rgbA_2 = tmpvar_29; + highp vec4 tmpvar_30; + tmpvar_30.zw = vec2(0.0, 0.0); + tmpvar_30.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * -0.5)); + lowp vec4 tmpvar_31; + tmpvar_31 = texture2DLodEXT (_MainTex, tmpvar_30.xy, 0.0); + highp vec4 tmpvar_32; + tmpvar_32.zw = vec2(0.0, 0.0); + tmpvar_32.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * 0.5)); + lowp vec4 tmpvar_33; + tmpvar_33 = texture2DLodEXT (_MainTex, tmpvar_32.xy, 0.0); + highp vec3 tmpvar_34; + tmpvar_34 = ((rgbA_2 * 0.5) + (0.25 * (tmpvar_31.xyz + tmpvar_33.xyz))); + highp float tmpvar_35; + tmpvar_35 = dot (tmpvar_34, vec3(0.299, 0.587, 0.114)); + if (((tmpvar_35 < tmpvar_24) || (tmpvar_35 > tmpvar_25))) { + highp vec4 tmpvar_36; + tmpvar_36.w = 1.0; + tmpvar_36.xyz = rgbA_2; + tmpvar_1 = tmpvar_36; + } else { + highp vec4 tmpvar_37; + tmpvar_37.w = 1.0; + tmpvar_37.xyz = tmpvar_34; + tmpvar_1 = tmpvar_37; + }; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesMultiTexCoord0; +attribute vec4 _glesVertex; +void main () +{ + highp vec4 tmpvar_1; + mediump vec2 tmpvar_2; + tmpvar_2 = _glesMultiTexCoord0.xy; + tmpvar_1.xy = tmpvar_2; + tmpvar_1.zw = (tmpvar_1.xy - (_MainTex_TexelSize.xy * 0.75)); + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = tmpvar_1; +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shader_texture_lod : enable +varying highp vec4 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_TexelSize; +uniform sampler2D _MainTex; +void main () +{ + highp vec4 tmpvar_1; + highp vec3 rgbA_2; + highp vec2 dir_3; + highp vec3 rgbM_4; + highp vec3 rgbSE_5; + highp vec3 rgbSW_6; + highp vec3 rgbNE_7; + highp vec3 rgbNW_8; + lowp vec3 tmpvar_9; + tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.zw, 0.0).xyz; + rgbNW_8 = tmpvar_9; + highp vec2 tmpvar_10; + tmpvar_10.y = 0.0; + tmpvar_10.x = _MainTex_TexelSize.x; + highp vec4 tmpvar_11; + tmpvar_11.zw = vec2(0.0, 0.0); + tmpvar_11.xy = (xlv_TEXCOORD0.zw + tmpvar_10); + lowp vec3 tmpvar_12; + tmpvar_12 = texture2DLodEXT (_MainTex, tmpvar_11.xy, 0.0).xyz; + rgbNE_7 = tmpvar_12; + highp vec2 tmpvar_13; + tmpvar_13.x = 0.0; + tmpvar_13.y = _MainTex_TexelSize.y; + highp vec4 tmpvar_14; + tmpvar_14.zw = vec2(0.0, 0.0); + tmpvar_14.xy = (xlv_TEXCOORD0.zw + tmpvar_13); + lowp vec3 tmpvar_15; + tmpvar_15 = texture2DLodEXT (_MainTex, tmpvar_14.xy, 0.0).xyz; + rgbSW_6 = tmpvar_15; + highp vec4 tmpvar_16; + tmpvar_16.zw = vec2(0.0, 0.0); + tmpvar_16.xy = (xlv_TEXCOORD0.zw + _MainTex_TexelSize.xy); + lowp vec3 tmpvar_17; + tmpvar_17 = texture2DLodEXT (_MainTex, tmpvar_16.xy, 0.0).xyz; + rgbSE_5 = tmpvar_17; + lowp vec3 tmpvar_18; + tmpvar_18 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.xy, 0.0).xyz; + rgbM_4 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = dot (rgbNW_8, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_20; + tmpvar_20 = dot (rgbNE_7, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_21; + tmpvar_21 = dot (rgbSW_6, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_22; + tmpvar_22 = dot (rgbSE_5, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_23; + tmpvar_23 = dot (rgbM_4, vec3(0.299, 0.587, 0.114)); + highp float tmpvar_24; + tmpvar_24 = min (tmpvar_23, min (min (tmpvar_19, tmpvar_20), min (tmpvar_21, tmpvar_22))); + highp float tmpvar_25; + tmpvar_25 = max (tmpvar_23, max (max (tmpvar_19, tmpvar_20), max (tmpvar_21, tmpvar_22))); + dir_3.x = ((tmpvar_21 + tmpvar_22) - (tmpvar_19 + tmpvar_20)); + dir_3.y = ((tmpvar_19 + tmpvar_21) - (tmpvar_20 + tmpvar_22)); + highp vec2 tmpvar_26; + tmpvar_26 = (min (vec2(8.0, 8.0), max (vec2(-8.0, -8.0), (dir_3 * (1.0/((min (abs(dir_3.x), abs(dir_3.y)) + max (((((tmpvar_19 + tmpvar_20) + tmpvar_21) + tmpvar_22) * 0.03125), 0.0078125))))))) * _MainTex_TexelSize.xy); + dir_3 = tmpvar_26; + highp vec4 tmpvar_27; + tmpvar_27.zw = vec2(0.0, 0.0); + tmpvar_27.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * -0.166667)); + highp vec4 tmpvar_28; + tmpvar_28.zw = vec2(0.0, 0.0); + tmpvar_28.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * 0.166667)); + lowp vec3 tmpvar_29; + tmpvar_29 = (0.5 * (texture2DLodEXT (_MainTex, tmpvar_27.xy, 0.0).xyz + texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0).xyz)); + rgbA_2 = tmpvar_29; + highp vec4 tmpvar_30; + tmpvar_30.zw = vec2(0.0, 0.0); + tmpvar_30.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * -0.5)); + lowp vec4 tmpvar_31; + tmpvar_31 = texture2DLodEXT (_MainTex, tmpvar_30.xy, 0.0); + highp vec4 tmpvar_32; + tmpvar_32.zw = vec2(0.0, 0.0); + tmpvar_32.xy = (xlv_TEXCOORD0.xy + (tmpvar_26 * 0.5)); + lowp vec4 tmpvar_33; + tmpvar_33 = texture2DLodEXT (_MainTex, tmpvar_32.xy, 0.0); + highp vec3 tmpvar_34; + tmpvar_34 = ((rgbA_2 * 0.5) + (0.25 * (tmpvar_31.xyz + tmpvar_33.xyz))); + highp float tmpvar_35; + tmpvar_35 = dot (tmpvar_34, vec3(0.299, 0.587, 0.114)); + if (((tmpvar_35 < tmpvar_24) || (tmpvar_35 > tmpvar_25))) { + highp vec4 tmpvar_36; + tmpvar_36.w = 1.0; + tmpvar_36.xyz = rgbA_2; + tmpvar_1 = tmpvar_36; + } else { + highp vec4 tmpvar_37; + tmpvar_37.w = 1.0; + tmpvar_37.xyz = tmpvar_34; + tmpvar_1 = tmpvar_37; + }; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; + +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 308 +struct v2f { + highp vec4 pos; + highp vec4 posPos; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp vec4 _MainTex_TexelSize; +#line 314 +#line 322 +#line 314 +v2f vert( in appdata_img v ) { + v2f o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 318 + o.posPos.xy = v.texcoord.xy; + o.posPos.zw = (o.posPos.xy - (_MainTex_TexelSize.xy * 0.75)); + return o; +} +out highp vec4 xlv_TEXCOORD0; +void main() { + v2f xl_retval; + appdata_img xlt_v; + xlt_v.vertex = vec4(gl_Vertex); + xlt_v.texcoord = vec2(gl_MultiTexCoord0); + xl_retval = vert( xlt_v); + gl_Position = vec4(xl_retval.pos); + xlv_TEXCOORD0 = vec4(xl_retval.posPos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { + return textureLod( s, coord.xy, coord.w); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 308 +struct v2f { + highp vec4 pos; + highp vec4 posPos; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 306 +uniform sampler2D _MainTex; +uniform highp vec4 _MainTex_TexelSize; +#line 314 +#line 322 +#line 322 +highp vec4 frag( in v2f i ) { + highp vec3 rgbNW = xll_tex2Dlod( _MainTex, vec4( i.posPos.zw, 0.0, 0.0)).xyz; + highp vec3 rgbNE = xll_tex2Dlod( _MainTex, vec4( (i.posPos.zw + vec2( _MainTex_TexelSize.x, 0.0)), 0.0, 0.0)).xyz; + #line 326 + highp vec3 rgbSW = xll_tex2Dlod( _MainTex, vec4( (i.posPos.zw + vec2( 0.0, _MainTex_TexelSize.y)), 0.0, 0.0)).xyz; + highp vec3 rgbSE = xll_tex2Dlod( _MainTex, vec4( (i.posPos.zw + _MainTex_TexelSize.xy), 0.0, 0.0)).xyz; + highp vec3 rgbM = xll_tex2Dlod( _MainTex, vec4( i.posPos.xy, 0.0, 0.0)).xyz; + highp vec3 luma = vec3( 0.299, 0.587, 0.114); + #line 330 + highp float lumaNW = dot( rgbNW, luma); + highp float lumaNE = dot( rgbNE, luma); + highp float lumaSW = dot( rgbSW, luma); + highp float lumaSE = dot( rgbSE, luma); + #line 334 + highp float lumaM = dot( rgbM, luma); + highp float lumaMin = min( lumaM, min( min( lumaNW, lumaNE), min( lumaSW, lumaSE))); + highp float lumaMax = max( lumaM, max( max( lumaNW, lumaNE), max( lumaSW, lumaSE))); + highp vec2 dir; + #line 338 + dir.x = (-((lumaNW + lumaNE) - (lumaSW + lumaSE))); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + highp float dirReduce = max( ((((lumaNW + lumaNE) + lumaSW) + lumaSE) * 0.03125), 0.0078125); + highp float rcpDirMin = (1.0 / (min( abs(dir.x), abs(dir.y)) + dirReduce)); + #line 342 + dir = (min( vec2( 8.0, 8.0), max( vec2( -8.0, -8.0), (dir * rcpDirMin))) * _MainTex_TexelSize.xy); + highp vec3 rgbA = (0.5 * (xll_tex2Dlod( _MainTex, vec4( (i.posPos.xy + (dir * -0.166667)), 0.0, 0.0)).xyz + xll_tex2Dlod( _MainTex, vec4( (i.posPos.xy + (dir * 0.166667)), 0.0, 0.0)).xyz)); + highp vec3 rgbB = ((rgbA * 0.5) + (0.25 * (xll_tex2Dlod( _MainTex, vec4( (i.posPos.xy + (dir * -0.5)), 0.0, 0.0)).xyz + xll_tex2Dlod( _MainTex, vec4( (i.posPos.xy + (dir * 0.5)), 0.0, 0.0)).xyz))); + highp float lumaB = dot( rgbB, luma); + #line 346 + if (((lumaB < lumaMin) || (lumaB > lumaMax))){ + return vec4( rgbA, 1.0); + } + return vec4( rgbB, 1.0); +} +in highp vec4 xlv_TEXCOORD0; +void main() { + highp vec4 xl_retval; + v2f xlt_i; + xlt_i.pos = vec4(0.0); + xlt_i.posPos = vec4(xlv_TEXCOORD0); + xl_retval = frag( xlt_i); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// d3d9 - ALU: 71 to 71, TEX: 18 to 18 +// d3d11 - ALU: 37 to 37, TEX: 0 to 0, FLOW: 3 to 3 +SubProgram "opengl " { +Keywords { } +"!!GLSL" +} + +SubProgram "d3d9 " { +Keywords { } +Vector 0 [_MainTex_TexelSize] +SetTexture 0 [_MainTex] 2D +"ps_3_0 +; 71 ALU, 18 TEX +dcl_2d s0 +def c1, 0.29899999, 0.58700001, 0.11400000, 0.00000000 +def c2, 0.03125000, 0.00781250, -8.00000000, 8.00000000 +def c3, -0.16666666, 0.16666669, 0.50000000, -0.50000000 +def c4, 0.25000000, 0.00000000, 1.00000000, 0 +dcl_texcoord0 v0 +add r0.xy, v0.zwzw, c0 +mov r0.z, c1.w +texldl r2.xyz, r0.xyzz, s0 +dp3 r4.x, r2, c1 +mov r0.z, c1.w +mov r0.y, c0 +mov r0.x, c1.w +add r0.xy, v0.zwzw, r0 +texldl r0.xyz, r0.xyzz, s0 +dp3 r2.w, r0, c1 +add r3.x, r2.w, r4 +mov r0.z, c1.w +mov r0.y, c1.w +mov r0.x, c0 +add r0.xy, v0.zwzw, r0 +texldl r2.xyz, r0.xyzz, s0 +dp3 r3.w, r2, c1 +mov r2.z, c1.w +mov r0.z, c1.w +mov r0.xy, v0.zwzw +texldl r0.xyz, r0.xyzz, s0 +dp3 r0.w, r0, c1 +add r0.y, r0.w, r3.w +add r0.x, r0.y, -r3 +add r0.y, r2.w, r0 +add r2.y, r4.x, r0 +abs r2.x, -r0 +mul r2.y, r2, c2.x +add r0.y, r0.w, r2.w +add r0.z, r3.w, r4.x +add r0.y, r0, -r0.z +abs r0.z, r0.y +max r2.y, r2, c2 +min r0.z, r2.x, r0 +add r0.z, r0, r2.y +rcp r0.z, r0.z +mov r0.x, -r0 +mul r0.xy, r0, r0.z +max r0.xy, r0, c2.z +min r0.xy, r0, c2.w +mul r0.xy, r0, c0 +mad r2.xy, r0, c3.z, v0 +texldl r3.xyz, r2.xyzz, s0 +mad r2.xy, r0, c3.w, v0 +mov r2.z, c1.w +texldl r2.xyz, r2.xyzz, s0 +add r3.xyz, r2, r3 +mad r2.xy, r0, c3.y, v0 +mov r2.z, c1.w +mul r3.xyz, r3, c4.x +texldl r2.xyz, r2.xyzz, s0 +mov r0.z, c1.w +mad r0.xy, r0, c3.x, v0 +texldl r0.xyz, r0.xyzz, s0 +add r0.xyz, r0, r2 +mul r2.xyz, r0, c3.z +mad r0.xyz, r2, c3.z, r3 +min r3.y, r2.w, r4.x +min r3.x, r0.w, r3.w +min r4.z, r3.x, r3.y +dp3 r4.y, r0, c1 +max r0.w, r0, r3 +max r2.w, r2, r4.x +max r2.w, r0, r2 +mov r3.z, c1.w +mov r3.xy, v0 +texldl r3.xyz, r3.xyzz, s0 +dp3 r0.w, r3, c1 +max r2.w, r0, r2 +min r0.w, r0, r4.z +add r2.w, -r4.y, r2 +add r0.w, r4.y, -r0 +cmp r2.w, r2, c4.y, c4.z +cmp r0.w, r0, c4.y, c4.z +add_pp_sat r3.x, r0.w, r2.w +mov r2.w, c4.z +cmp_pp r3.y, -r3.x, c4.z, c4 +mov r0.w, c4.z +cmp r1, -r3.x, r1, r2 +cmp oC0, -r3.y, r1, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 32 // 32 used size, 2 vars +Vector 16 [_MainTex_TexelSize] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 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+aaaaaaaaaceaaaaaaaaaiadoaaaaiadoaaaaiadoaaaaaaaadcaaaaamhcaabaaa +aaaaaaaaegacbaaaacaaaaaaaceaaaaaaaaaiadoaaaaiadoaaaaiadoaaaaaaaa +egacbaaaaaaaaaaabaaaaaakicaabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaa +ihbgjjdokcefbgdpnfhiojdnaaaaaaaadbaaaaahccaabaaaabaaaaaadkaabaaa +aaaaaaaabkaabaaaabaaaaaadbaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaa +dkaabaaaaaaaaaaadmaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaabkaabaaa +abaaaaaabpaaaeaddkaabaaaaaaaaaaadiaaaaakhccabaaaaaaaaaaaegacbaaa +acaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaiadpdoaaaaabbfaaaaabdgaaaaafhccabaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaiadpdoaaaaab +" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + +#LINE 114 + + } + } + + Fallback off +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/outline b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/outline new file mode 100644 index 0000000..d8723cf --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/outline @@ -0,0 +1,105 @@ +Shader "Outlined Diffuse" +{ + Properties + { + _Color ("Main Color", Color) = (.5,.5,.5,1) + _OutlineColor ("Outline Color", Color) = (0,1,0,1) + _Outline ("Outline width", Range (0.002, 0.03)) = 0.01 + _MainTex ("Base (RGB)", 2D) = "white" { } + //Not needed + //_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } + } + + SubShader + { + Tags { "RenderType"="Opaque" } + //Minor switch + //UsePass "Toon/Basic/BASE" + UsePass "Diffuse/BASE" + Pass + { + Name "OUTLINE" + Tags { "LightMode" = "Always" } + + Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 13 to 13 +// d3d9 - ALU: 13 to 13 +SubProgram "opengl " { +Keywords { } +Bind "vertex" ATTR0 +Bind "normal" ATTR1 +Float 13 [_Outline] +Vector 14 [_OutlineColor] +"!!ARBvp1.0 +# 13 ALU +PARAM c[15] = { program.local[0], + state.matrix.modelview[0], + state.matrix.projection, + state.matrix.mvp, + program.local[13..14] }; +TEMP R0; +TEMP R1; +DP4 R0.z, vertex.attrib[0], c[11]; +DP3 R0.x, vertex.attrib[1], c[2]; +MUL R0.y, R0.x, c[6]; +DP3 R0.x, vertex.attrib[1], c[1]; +MUL R0.x, R0, c[5]; +MUL R1.xy, R0, R0.z; +DP4 R0.x, vertex.attrib[0], c[9]; +DP4 R0.y, vertex.attrib[0], c[10]; +MAD result.position.xy, R1, c[13].x, R0; +MOV result.color, c[14]; +DP4 result.position.w, vertex.attrib[0], c[12]; +MOV result.position.z, R0; +MOV result.fogcoord.x, R0.z; +END +# 13 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "normal" Normal +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_projection] +Matrix 8 [glstate_matrix_mvp] +Float 12 [_Outline] +Vector 13 [_OutlineColor] +"vs_2_0 +; 13 ALU +dcl_position v0 +dcl_normal v1 +dp4 r0.z, v0, c10 +dp3 r0.x, v1, c1 +mul r0.y, r0.x, c5 +dp3 r0.x, v1, c0 +mul r0.x, r0, c4 +mul r1.xy, r0, r0.z +dp4 r0.x, v0, c8 +dp4 r0.y, v0, c9 +mad oPos.xy, r1, c12.x, r0 +mov oD0, c13 +dp4 oPos.w, v0, c11 +mov oPos.z, r0 +mov oFog, r0.z +" +} + +} + +#LINE 52 + + + Cull Front + ZWrite On + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + //? -Note: I don't remember why I put a "?" here + SetTexture [_MainTex] { combine primary } + } + } + + Fallback "Diffuse" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/specular b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/specular new file mode 100644 index 0000000..ef4d2a0 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/specular @@ -0,0 +1,32166 @@ +Shader "KSP/Specular" +{ + Properties + { + _MainTex("_MainTex (RGB spec(A))", 2D) = "white" {} + _Color ("Main Color", Color) = (1,1,1,1) + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) + _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 + + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 12 +// opengl - ALU: 19 to 79 +// d3d9 - ALU: 20 to 82 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[24] = { { 1 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 46 ALU +def c23, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c23.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c23.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpfkjedpcpejdmlifpiklacoeackmonekabaaaaaakeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa 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+abaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_15; + viewDir_15 = tmpvar_14; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_15; + viewDir_15 = tmpvar_14; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"agal_vs +c23 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c23.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c23.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcpldkejaegkdiimlhgagepafninnoldlabaaaaaagialaaaaaeaaaaaa +daaaaaaapaadaaaaaaakaaaamiakaaaaebgpgodjliadaaaaliadaaaaaaacpopp +dmadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa 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_glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 424 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + #line 432 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 440 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 444 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 448 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_12.w) * tmpvar_12.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb +aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia +aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka +aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa +fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + #line 419 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 423 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 427 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 433 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 436 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 440 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 444 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 448 + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 452 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbjoognhlpbidomdeiajgpcmomocneildabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaa +afaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + c_1.w = 0.0; + highp vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_15; + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_14; + mediump vec3 specColor_17; + highp float nh_18; + mat3 tmpvar_19; + tmpvar_19[0].x = 0.816497; + tmpvar_19[0].y = -0.408248; + tmpvar_19[0].z = -0.408248; + tmpvar_19[1].x = 0.0; + tmpvar_19[1].y = 0.707107; + tmpvar_19[1].z = -0.707107; + tmpvar_19[2].x = 0.57735; + tmpvar_19[2].y = 0.57735; + tmpvar_19[2].z = 0.57735; + mediump vec3 scalePerBasisVector_20; + mediump vec3 lm_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_21 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_20 = tmpvar_23; + lm_21 = (lm_21 * dot (clamp ((tmpvar_19 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_20)); + vec3 v_24; + v_24.x = tmpvar_19[0].x; + v_24.y = tmpvar_19[1].x; + v_24.z = tmpvar_19[2].x; + vec3 v_25; + v_25.x = tmpvar_19[0].y; + v_25.y = tmpvar_19[1].y; + v_25.z = tmpvar_19[2].y; + vec3 v_26; + v_26.x = tmpvar_19[0].z; + v_26.y = tmpvar_19[1].z; + v_26.z = tmpvar_19[2].z; + mediump float tmpvar_27; + tmpvar_27 = max (0.0, normalize((normalize((((scalePerBasisVector_20.x * v_24) + (scalePerBasisVector_20.y * v_25)) + (scalePerBasisVector_20.z * v_26))) + viewDir_16)).z); + nh_18 = tmpvar_27; + highp float tmpvar_28; + mediump float arg1_29; + arg1_29 = (_Shininess * 128.0); + tmpvar_28 = pow (nh_18, arg1_29); + highp vec3 tmpvar_30; + tmpvar_30 = (((lm_21 * _SpecColor.xyz) * tmpvar_4) * tmpvar_28); + specColor_17 = tmpvar_30; + highp vec4 tmpvar_31; + tmpvar_31.xyz = lm_21; + tmpvar_31.w = tmpvar_28; + tmpvar_15 = tmpvar_31; + c_1.xyz = specColor_17; + mediump vec3 tmpvar_32; + tmpvar_32 = (c_1.xyz + (tmpvar_2 * tmpvar_15.xyz)); + c_1.xyz = tmpvar_32; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + c_1.w = 0.0; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_17; + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_16; + mediump vec3 specColor_19; + highp float nh_20; + mat3 tmpvar_21; + tmpvar_21[0].x = 0.816497; + tmpvar_21[0].y = -0.408248; + tmpvar_21[0].z = -0.408248; + tmpvar_21[1].x = 0.0; + tmpvar_21[1].y = 0.707107; + tmpvar_21[1].z = -0.707107; + tmpvar_21[2].x = 0.57735; + tmpvar_21[2].y = 0.57735; + tmpvar_21[2].z = 0.57735; + mediump vec3 scalePerBasisVector_22; + mediump vec3 lm_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_14.w) * tmpvar_14.xyz); + lm_23 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + scalePerBasisVector_22 = tmpvar_25; + lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22)); + vec3 v_26; + v_26.x = tmpvar_21[0].x; + v_26.y = tmpvar_21[1].x; + v_26.z = tmpvar_21[2].x; + vec3 v_27; + v_27.x = tmpvar_21[0].y; + v_27.y = tmpvar_21[1].y; + v_27.z = tmpvar_21[2].y; + vec3 v_28; + v_28.x = tmpvar_21[0].z; + v_28.y = tmpvar_21[1].z; + v_28.z = tmpvar_21[2].z; + mediump float tmpvar_29; + tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_18)).z); + nh_20 = tmpvar_29; + highp float tmpvar_30; + mediump float arg1_31; + arg1_31 = (_Shininess * 128.0); + tmpvar_30 = pow (nh_20, arg1_31); + highp vec3 tmpvar_32; + tmpvar_32 = (((lm_23 * _SpecColor.xyz) * tmpvar_4) * tmpvar_30); + specColor_19 = tmpvar_32; + highp vec4 tmpvar_33; + tmpvar_33.xyz = lm_23; + tmpvar_33.w = tmpvar_30; + tmpvar_17 = tmpvar_33; + c_1.xyz = specColor_19; + mediump vec3 tmpvar_34; + tmpvar_34 = (c_1.xyz + (tmpvar_2 * tmpvar_17.xyz)); + c_1.xyz = tmpvar_34; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 9 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddfnlomjhpnagbkodgjcpafpoifadfnbnabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoeka +acaaookaaeaaaaaeaaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahia +adaaoekaafaaaaadabaaahiaaaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakeka +aaaaaaiaabaakeiaaeaaaaaeaaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaad +aaaaahiaaaaaoeiaalaaoekaaeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejb +aiaaaaadabaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaad +acaaahiaabaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeib +afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeia +aiaaaaadabaaaeoaacaaoejaaaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoeka +aeaaaaaeaaaaapiaaeaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoeka +aaaakkjaaaaaoeiaaeaaaaaeaaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaae +aaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaa +fdeieefccaadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaa +fjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaa +fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaa +aaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + #line 419 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 423 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 427 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 432 +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 436 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 440 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 444 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 448 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + #line 452 + c.xyz += specColor; + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 456 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"!!ARBvp1.0 +# 48 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 48 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"vs_2_0 +; 51 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c25.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedcbjbonhhclicdaaelnfgpijdhehgjidfabaaaaaafeaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa 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+acaaaaaabiaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float tmpvar_14; + mediump float lightShadowDataX_15; + highp float dist_16; + lowp float tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_16 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = _LightShadowData.x; + lightShadowDataX_15 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_15); + tmpvar_14 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_20; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_21)).z); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_4); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (tmpvar_14 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * tmpvar_14)); + c_22.w = tmpvar_29; + c_1.w = c_22.w; + c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec4 o_29; + highp vec4 tmpvar_30; + tmpvar_30 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_31; + tmpvar_31.x = tmpvar_30.x; + tmpvar_31.y = (tmpvar_30.y * _ProjectionParams.x); + o_29.xy = (tmpvar_31 + tmpvar_30.w); + o_29.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_29; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (tmpvar_14.x * 2.0)); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * tmpvar_14.x)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +"agal_vs +c25 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedehollbdfljhgeohbnjkefkacnildhjooabaaaaaageamaaaaaeaaaaaa +daaaaaaadmaeaaaaoeakaaaakmalaaaaebgpgodjaeaeaaaaaeaeaaaaaaacpopp +iiadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaajaa +abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa 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+aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 442 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 446 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 458 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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+fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_14; + tmpvar_14 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_14, ((tmpvar_12.x * 2.0) * tmpvar_13.xyz)), (tmpvar_14 * tmpvar_12.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa 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"DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 449 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 453 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 457 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeiffcpdoacccnnanlhbhaokfgmccmaeabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +akaaaaaaogikcaaaaaaaaaaaakaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaajaaaaaakgiocaaaaaaaaaaaajaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float tmpvar_14; + mediump float lightShadowDataX_15; + highp float dist_16; + lowp float tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_16 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = _LightShadowData.x; + lightShadowDataX_15 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_15); + tmpvar_14 = tmpvar_19; + c_1.w = 0.0; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_21; + mediump vec3 viewDir_22; + viewDir_22 = tmpvar_20; + mediump vec3 specColor_23; + highp float nh_24; + mat3 tmpvar_25; + tmpvar_25[0].x = 0.816497; + tmpvar_25[0].y = -0.408248; + tmpvar_25[0].z = -0.408248; + tmpvar_25[1].x = 0.0; + tmpvar_25[1].y = 0.707107; + tmpvar_25[1].z = -0.707107; + tmpvar_25[2].x = 0.57735; + tmpvar_25[2].y = 0.57735; + tmpvar_25[2].z = 0.57735; + mediump vec3 scalePerBasisVector_26; + mediump vec3 lm_27; + lowp vec3 tmpvar_28; + tmpvar_28 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_27 = tmpvar_28; + lowp vec3 tmpvar_29; + tmpvar_29 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_26 = tmpvar_29; + lm_27 = (lm_27 * dot (clamp ((tmpvar_25 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_26)); + vec3 v_30; + v_30.x = tmpvar_25[0].x; + v_30.y = tmpvar_25[1].x; + v_30.z = tmpvar_25[2].x; + vec3 v_31; + v_31.x = tmpvar_25[0].y; + v_31.y = tmpvar_25[1].y; + v_31.z = tmpvar_25[2].y; + vec3 v_32; + v_32.x = tmpvar_25[0].z; + v_32.y = tmpvar_25[1].z; + v_32.z = tmpvar_25[2].z; + mediump float tmpvar_33; + tmpvar_33 = max (0.0, normalize((normalize((((scalePerBasisVector_26.x * v_30) + (scalePerBasisVector_26.y * v_31)) + (scalePerBasisVector_26.z * v_32))) + viewDir_22)).z); + nh_24 = tmpvar_33; + highp float tmpvar_34; + mediump float arg1_35; + arg1_35 = (_Shininess * 128.0); + tmpvar_34 = pow (nh_24, arg1_35); + highp vec3 tmpvar_36; + tmpvar_36 = (((lm_27 * _SpecColor.xyz) * tmpvar_4) * tmpvar_34); + specColor_23 = tmpvar_36; + highp vec4 tmpvar_37; + tmpvar_37.xyz = lm_27; + tmpvar_37.w = tmpvar_34; + tmpvar_21 = tmpvar_37; + c_1.xyz = specColor_23; + lowp vec3 tmpvar_38; + tmpvar_38 = vec3((tmpvar_14 * 2.0)); + mediump vec3 tmpvar_39; + tmpvar_39 = (c_1.xyz + (tmpvar_2 * min (tmpvar_21.xyz, tmpvar_38))); + c_1.xyz = tmpvar_39; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + c_1.w = 0.0; + lowp vec4 tmpvar_15; + tmpvar_15 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec4 tmpvar_16; + tmpvar_16 = texture2D (unity_LightmapInd, xlv_TEXCOORD2); + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + mediump vec3 specColor_20; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_15.w) * tmpvar_15.xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_16.w) * tmpvar_16.xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23)); + vec3 v_27; + v_27.x = tmpvar_22[0].x; + v_27.y = tmpvar_22[1].x; + v_27.z = tmpvar_22[2].x; + vec3 v_28; + v_28.x = tmpvar_22[0].y; + v_28.y = tmpvar_22[1].y; + v_28.z = tmpvar_22[2].y; + vec3 v_29; + v_29.x = tmpvar_22[0].z; + v_29.y = tmpvar_22[1].z; + v_29.z = tmpvar_22[2].z; + mediump float tmpvar_30; + tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_19)).z); + nh_21 = tmpvar_30; + highp float tmpvar_31; + mediump float arg1_32; + arg1_32 = (_Shininess * 128.0); + tmpvar_31 = pow (nh_21, arg1_32); + highp vec3 tmpvar_33; + tmpvar_33 = (((lm_24 * _SpecColor.xyz) * tmpvar_4) * tmpvar_31); + specColor_20 = tmpvar_33; + highp vec4 tmpvar_34; + tmpvar_34.xyz = lm_24; + tmpvar_34.w = tmpvar_31; + tmpvar_18 = tmpvar_34; + c_1.xyz = specColor_20; + lowp vec3 arg1_35; + arg1_35 = ((tmpvar_14.x * 2.0) * tmpvar_15.xyz); + mediump vec3 tmpvar_36; + tmpvar_36 = (c_1.xyz + (tmpvar_2 * max (min (tmpvar_18.xyz, arg1_35), (tmpvar_18.xyz * tmpvar_14.x)))); + c_1.xyz = tmpvar_36; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 10 vars +Vector 144 [unity_LightmapST] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbjkifcpfmmeohjdndlmcpmgmeocigcnpabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaajaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaaeaaaaae +aaaaamoaaeaabejaabaabekaabaalekaabaaaaacaaaaahiaadaaoekaafaaaaad 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+aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa +apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied +epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 448 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 452 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 456 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 460 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 464 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +"!!ARBvp1.0 +# 74 ALU +PARAM c[32] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..31] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 74 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"vs_2_0 +; 77 ALU +def c31, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c31.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c31.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c31.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c31.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhlnbkfjajeiagcedfglmiibeomlnbmgoabaaaaaapeakaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa 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+ajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_15; + viewDir_15 = tmpvar_14; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + highp vec3 tmpvar_14; + tmpvar_14 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_15; + viewDir_15 = tmpvar_14; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_15)).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_4); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.w = c_16.w; + c_1.xyz = (c_16.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"agal_vs +c31 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c31.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaabpaaaaaaabaaaaaa add r1, r2, c31.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaabpaaaaffabaaaaaa max r0, r0, c31.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c31.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedjhbdemlpiibhjdemaocdkpidgknlaeagabaaaaaalabaaaaaaeaaaaaa +daaaaaaaoiafaaaaeiapaaaababaaaaaebgpgodjlaafaaaalaafaaaaaaacpopp +deafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +acaaacaaaiaaaeaaaaaaaaaaacaabcaaahaaamaaaaaaaaaaadaaaaaaaeaabdaa +aaaaaaaaadaaamaaajaabhaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafcaaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac +afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja +aeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapiaadaaoeka 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m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 436 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 424 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 432 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +#line 436 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 436 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 440 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 444 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 448 + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 452 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"!!ARBvp1.0 +# 79 ALU +PARAM c[33] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 79 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"vs_2_0 +; 82 ALU +def c33, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c33.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c33.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c33.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c33.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c33.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddlomligcbmgpbnhpookiepnhameoggheabaaaaaakealaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa 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+fgafbaaaabaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaadaaaaaa +egiccaaaacaaaaaaagaaaaaaagaabaaaabaaaaaaegacbaaaadaaaaaadcaaaaak +hcaabaaaabaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaabaaaaaaegacbaaa +adaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaa +abaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaabaaaaaa +egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa +abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa +aaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaafaaaaaakgaobaaa +aaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float tmpvar_14; + mediump float lightShadowDataX_15; + highp float dist_16; + lowp float tmpvar_17; + tmpvar_17 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x; + dist_16 = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = _LightShadowData.x; + lightShadowDataX_15 = tmpvar_18; + highp float tmpvar_19; + tmpvar_19 = max (float((dist_16 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_15); + tmpvar_14 = tmpvar_19; + highp vec3 tmpvar_20; + tmpvar_20 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_20; + lowp vec4 c_22; + highp float nh_23; + lowp float tmpvar_24; + tmpvar_24 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_25; + tmpvar_25 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_21)).z); + nh_23 = tmpvar_25; + mediump float arg1_26; + arg1_26 = (_Shininess * 128.0); + highp float tmpvar_27; + tmpvar_27 = (pow (nh_23, arg1_26) * tmpvar_4); + highp vec3 tmpvar_28; + tmpvar_28 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_24) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_27)) * (tmpvar_14 * 2.0)); + c_22.xyz = tmpvar_28; + highp float tmpvar_29; + tmpvar_29 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_27) * tmpvar_14)); + c_22.w = tmpvar_29; + c_1.w = c_22.w; + c_1.xyz = (c_22.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_5 = tmpvar_36; + highp vec4 o_37; + highp vec4 tmpvar_38; + tmpvar_38 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_39; + tmpvar_39.x = tmpvar_38.x; + tmpvar_39.y = (tmpvar_38.y * _ProjectionParams.x); + o_37.xy = (tmpvar_39 + tmpvar_38.w); + o_37.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_37; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4); + highp vec3 tmpvar_15; + tmpvar_15 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_16; + viewDir_16 = tmpvar_15; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_16)).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_4); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (tmpvar_14.x * 2.0)); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * tmpvar_14.x)); + c_17.w = tmpvar_24; + c_1.w = c_17.w; + c_1.xyz = (c_17.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +"agal_vs +c33 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednklonabjfbhhjkfebngedpjecihpdhjbabaaaaaakmbbaaaaaeaaaaaa +daaaaaaadeagaaaacmbaaaaapebaaaaaebgpgodjpmafaaaapmafaaaaaaacpopp +iaafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaajaa +abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa 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+ajaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaa +egacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +afaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 441 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 450 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 454 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 458 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 462 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float shadow_14; + lowp float tmpvar_15; + tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_16; + tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x))); + shadow_14 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_18)).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_4); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (shadow_14 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * shadow_14)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 442 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 446 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 450 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 454 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 458 + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = color_6.xyz; + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 445 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 449 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 453 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 457 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float shadow_14; + lowp float tmpvar_15; + tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_16; + tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x))); + shadow_14 = tmpvar_16; + c_1.w = 0.0; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + mediump vec3 specColor_20; + highp float nh_21; + mat3 tmpvar_22; + tmpvar_22[0].x = 0.816497; + tmpvar_22[0].y = -0.408248; + tmpvar_22[0].z = -0.408248; + tmpvar_22[1].x = 0.0; + tmpvar_22[1].y = 0.707107; + tmpvar_22[1].z = -0.707107; + tmpvar_22[2].x = 0.57735; + tmpvar_22[2].y = 0.57735; + tmpvar_22[2].z = 0.57735; + mediump vec3 scalePerBasisVector_23; + mediump vec3 lm_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz); + lm_24 = tmpvar_25; + lowp vec3 tmpvar_26; + tmpvar_26 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD2).xyz); + scalePerBasisVector_23 = tmpvar_26; + lm_24 = (lm_24 * dot (clamp ((tmpvar_22 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_23)); + vec3 v_27; + v_27.x = tmpvar_22[0].x; + v_27.y = tmpvar_22[1].x; + v_27.z = tmpvar_22[2].x; + vec3 v_28; + v_28.x = tmpvar_22[0].y; + v_28.y = tmpvar_22[1].y; + v_28.z = tmpvar_22[2].y; + vec3 v_29; + v_29.x = tmpvar_22[0].z; + v_29.y = tmpvar_22[1].z; + v_29.z = tmpvar_22[2].z; + mediump float tmpvar_30; + tmpvar_30 = max (0.0, normalize((normalize((((scalePerBasisVector_23.x * v_27) + (scalePerBasisVector_23.y * v_28)) + (scalePerBasisVector_23.z * v_29))) + viewDir_19)).z); + nh_21 = tmpvar_30; + highp float tmpvar_31; + mediump float arg1_32; + arg1_32 = (_Shininess * 128.0); + tmpvar_31 = pow (nh_21, arg1_32); + highp vec3 tmpvar_33; + tmpvar_33 = (((lm_24 * _SpecColor.xyz) * tmpvar_4) * tmpvar_31); + specColor_20 = tmpvar_33; + highp vec4 tmpvar_34; + tmpvar_34.xyz = lm_24; + tmpvar_34.w = tmpvar_31; + tmpvar_18 = tmpvar_34; + c_1.xyz = specColor_20; + lowp vec3 tmpvar_35; + tmpvar_35 = vec3((shadow_14 * 2.0)); + mediump vec3 tmpvar_36; + tmpvar_36 = (c_1.xyz + (tmpvar_2 * min (tmpvar_18.xyz, tmpvar_35))); + c_1.xyz = tmpvar_36; + c_1.w = tmpvar_5; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + #line 428 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 432 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 436 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 440 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 424 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +#line 444 +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 444 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 448 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 452 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 456 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 460 + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec3 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor).xyz; + c.xyz += specColor; + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + #line 464 + c.w = o.Alpha; + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = color_7.xyz; + tmpvar_2 = tmpvar_11; + tmpvar_3 = tmpvar_10; + highp float tmpvar_12; + tmpvar_12 = color_7.w; + tmpvar_4 = tmpvar_12; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_13; + tmpvar_5 = _Opacity; + lowp float shadow_14; + lowp float tmpvar_15; + tmpvar_15 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz); + highp float tmpvar_16; + tmpvar_16 = (_LightShadowData.x + (tmpvar_15 * (1.0 - _LightShadowData.x))); + shadow_14 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec3 viewDir_18; + viewDir_18 = tmpvar_17; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, xlv_TEXCOORD2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((xlv_TEXCOORD2 + viewDir_18)).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_4); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_2 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (shadow_14 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_5 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * shadow_14)); + c_19.w = tmpvar_26; + c_1.w = c_19.w; + c_1.xyz = (c_19.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 426 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 429 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 433 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 437 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 441 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 395 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 415 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 401 +#line 425 +uniform highp vec4 _MainTex_ST; +#line 446 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 401 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 405 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 409 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 413 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 446 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 450 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 454 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 458 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingBlinnPhong( o, IN.lightDir, normalize(IN.viewDir), atten); + c.xyz += (o.Albedo * IN.vlight); + #line 462 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 14 to 44, TEX: 1 to 4 +// d3d9 - ALU: 16 to 47, TEX: 1 to 4 +// d3d11 - ALU: 12 to 35, TEX: 1 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 35, TEX: 1 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 31 ALU, 1 TEX +PARAM c[7] = { program.local[0..5], + { 1, 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +RSQ R1.w, R1.w; +MOV R1.xyz, fragment.texcoord[2]; +MAD R1.xyz, fragment.texcoord[1], R1.w, R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[6].z; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[6].y; +POW R2.x, R1.x, R1.z; +MOV R1, c[1]; +MUL R0.w, R0, R2.x; +MUL R1.w, R1, c[0]; +MUL R2.xyz, R0, c[0]; +MAX R3.x, fragment.texcoord[2].z, c[6].y; +MUL R2.xyz, R2, R3.x; +MUL R1.xyz, R1, c[0]; +MAD R1.xyz, R1, R0.w, R2; +MUL R1.xyz, R1, c[6].w; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +ADD R2.x, -R2.w, c[6]; +MAD R0.xyz, R0, fragment.texcoord[3], R1; +POW R2.x, R2.x, c[4].x; +MUL R1.xyz, R2.x, c[5]; +MUL R1.xyz, R1, c[5].w; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R0, R1, c[3].x; +END +# 31 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 38 ALU, 1 TEX +dcl_2d s0 +def c6, 1.00000000, 0.00000000, 128.00000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3_pp r0.x, t1, t1 +mov_pp r4.xyz, c0 +mov_pp r1.xyz, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c6.y +mul_pp r0.x, c6.z, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mul r0.x, r2.w, r0 +mul_pp r3.xyz, r2, c0 +max_pp r1.x, t2.z, c6.y +mul_pp r3.xyz, r3, r1.x +mul_pp r4.xyz, c1, r4 +mad r3.xyz, r4, r0.x, r3 +mul r4.xyz, r3, c6.w +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +add r1.x, -r0.z, c6 +pow_pp r3.x, r1.x, c4.x +mov_pp r0.w, c0 +mul_pp r1.x, c1.w, r0.w +mad_pp r4.xyz, r2, t3, r4 +mov_pp r2.x, r3.x +mad r0.w, r0.x, r1.x, c3.x +mul r2.xyz, r2.x, c5 +mul r0.xyz, r2, c5.w +mad_pp r0.xyz, r0, c3.x, r4 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 96 // 80 used size, 8 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedhbaicbhkhakiniiaalbnpcpbhfkailjaabaaaaaaomaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcoeadaaaaeaaaaaaapjaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaa +gcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaaacaaaaaa +agaabaaaaaaaaaaaagbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaabkaabaaa +aaaaaaaaaaaaaaaiccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaabaaaaaahbcaabaaaaaaaaaaaigadbaaaaaaaaaaa +igadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaa +abeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaa +aaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaajpcaabaaa +adaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaadiaaaaah +ocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaadcaaaaakiccabaaa +aaaaaaaadkaabaaaadaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa +deaaaaahbcaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaai +hcaabaaaadaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaa +aaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaaegacbaaaaaaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaa +egacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +"agal_ps +c6 1.0 0.0 128.0 2.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0 +aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaaffabaaaaaa max r1.x, r0.z, c6.y +adaaaaaaaaaaabacagaaaakkabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.z, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaaaaaabacacaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r2.w, r0.x +adaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r2.xyzz, c0 +ahaaaaaaabaaabacacaaaakkaeaaaaaaagaaaaffabaaaaaa max r1.x, v2.z, c6.y +adaaaaaaadaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r3.xyz, r3.xyzz, r1.x +adaaaaaaaeaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r4.xyz, c1, r4.xyzz +adaaaaaaafaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r5.xyz, r4.xyzz, r0.x +abaaaaaaadaaahacafaaaakeacaaaaaaadaaaakeacaaaaaa add r3.xyz, r5.xyzz, r3.xyzz +adaaaaaaaeaaahacadaaaakeacaaaaaaagaaaappabaaaaaa mul r4.xyz, r3.xyzz, c6.w +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaafaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r5.z, r0.z +abaaaaaaabaaabacafaaaakkacaaaaaaagaaaaoeabaaaaaa add r1.x, r5.z, c6 +alaaaaaaadaaapacabaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r3, r1.x, c4.x +aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0 +adaaaaaaabaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r1.x, c1.w, r0.w +adaaaaaaafaaahacacaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r5.xyz, r2.xyzz, v3 +abaaaaaaaeaaahacafaaaakeacaaaaaaaeaaaakeacaaaaaa add r4.xyz, r5.xyzz, r4.xyzz +aaaaaaaaacaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r2.x, r3.x +adaaaaaaaaaaaiacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa mul r0.w, r0.x, r1.x +abaaaaaaaaaaaiacaaaaaappacaaaaaaadaaaaaaabaaaaaa add r0.w, r0.w, c3.x +adaaaaaaacaaahacacaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r2.xyz, r2.x, c5 +adaaaaaaaaaaahacacaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r2.xyzz, c5.w +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaaeaaaakeacaaaaaa add r0.xyz, r0.xyzz, r4.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 96 // 80 used size, 8 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlnpiajpkcmjiggjilcdchnpfoclljagaabaaaaaageahaaaaaeaaaaaa +daaaaaaakeacaaaajaagaaaadaahaaaaebgpgodjgmacaaaagmacaaaaaaacpppp +diacaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaabaaaeaaaaaaaaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaaa +aaaaaaedaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachla +bpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaaja +aaaiapkaecaaaaadaaaacpiaaaaaoelaaaaioekaaiaaaaadabaaaiiaabaaoela +abaaoelaahaaaaacabaaabiaabaappiaabaaaaacacaaahiaabaaoelaaeaaaaae +acaachiaacaaoeiaabaaaaiaacaaoelaafaaaaadacaabiiaabaaaaiaabaakkla +acaaaaadacaaciiaacaappibaeaaaakacaaaaaadabaaabiaacaappiaacaakkka +afaaaaadabaaahiaabaaaaiaadaaoekaafaaaaadabaachiaabaaoeiaadaappka +aiaaaaadabaaciiaacaaoeiaacaaoeiaahaaaaacabaaciiaabaappiaafaaaaad +abaaciiaabaappiaacaakkiaalaaaaadacaaabiaabaappiaaeaaffkaabaaaaac +abaaaiiaacaaaakaafaaaaadabaaaiiaabaappiaaeaakkkacaaaaaadadaaaiia +acaaaaiaabaappiaafaaaaadaaaaaiiaaaaappiaadaappiaabaaaaacacaaapia +aaaaoekaafaaaaadacaaahiaacaaoeiaabaaoekaafaaaaadacaaahiaaaaappia +acaaoeiaalaaaaadabaaciiaacaakklaaeaaffkaafaaaaadadaachiaaaaaoeia +aaaaoekaaeaaaaaeacaaahiaadaaoeiaabaappiaacaaoeiaacaaaaadacaachia +acaaoeiaacaaoeiaaeaaaaaeaaaachiaaaaaoeiaadaaoelaacaaoeiaaeaaaaae +abaachiaabaaoeiaacaaffkaaaaaoeiaafaaaaadaaaaabiaacaappiaabaappka +aeaaaaaeabaaciiaaaaaaaiaaaaappiaacaaffkaabaaaaacaaaicpiaabaaoeia +ppppaaaafdeieefcoeadaaaaeaaaaaaapjaaaaaafjaaaaaeegiocaaaaaaaaaaa +afaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaa +adaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +aeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaadcaaaaajncaabaaaaaaaaaaaagbjbaaa +acaaaaaaagaabaaaaaaaaaaaagbjbaaaadaaaaaadgcaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaaaaaaaaiccaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaai +ccaabaaaaaaaaaaabkaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaahbcaabaaaaaaaaaaaigadbaaa +aaaaaaaaigadbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaaj +pcaabaaaadaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaa +diaaaaahocaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaadcaaaaak +iccabaaaaaaaaaaadkaabaaaadaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaa +adaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaa +diaaaaaihcaabaaaadaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaa +aaaaaaaaaaaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaaegbcbaaaaeaaaaaaegacbaaa +aaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa +adaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 14 ALU, 2 TEX +PARAM c[4] = { program.local[0..2], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[2], texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[3].y; +POW R1.w, R1.w, c[1].x; +MUL R2.xyz, R1.w, c[2]; +MUL R2.xyz, R2, c[2].w; +MUL R0.xyz, R0.w, R0; +MUL R2.xyz, R2, c[0].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[3].x, R2; +MOV result.color.w, c[0].x; +END +# 14 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"ps_2_0 +; 16 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r1, t2, s1 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c3 +pow_pp r2.x, r0.x, c1.x +mov_pp r0.x, r2.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r1, r3 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, c3.y, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedonmlilkldagecdplkhpkmkfpgikinoonabaaaaaaemadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcfmacaaaaeaaaaaaajhaaaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +fgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"agal_ps +c3 1.0 8.0 0.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaadaaaaoeabaaaaaa add r0.x, r2.z, c3 +alaaaaaaacaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r2, r0.x, c1.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c3.y +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 17 instructions, 3 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmibcmmiddnlmdkchdbklkamgmnjacllaabaaaaaaneaeaaaaaeaaaaaa +daaaaaaaleabaaaabiaeaaaakaaeaaaaebgpgodjhmabaaaahmabaaaaaaacpppp +eeabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaadaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapkaaaaaiadp +aaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbia +aaaaaaiaabaakklaacaaaaadaaaacbiaaaaaaaibacaaaakacaaaaaadabaaaiia +aaaaaaiaaaaakkkaafaaaaadaaaaahiaabaappiaabaaoekaafaaaaadaaaachia +aaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaffkaabaaaaacabaaadia +aaaabllaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadacaacpiaaaaaoela +aaaioekaafaaaaadaaaaciiaabaappiaacaaffkaafaaaaadabaachiaabaaoeia +aaaappiaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciia +aaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcfmacaaaaeaaaaaaa +jhaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaa +adaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaefaaaaajpcaabaaa +abaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaah +icaabaaaaaaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaabaaaaaaamamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 38 ALU, 3 TEX +PARAM c[9] = { program.local[0..4], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2, fragment.texcoord[2], texture[2], 2D; +TEX R1, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, c[5].z; +MUL R3.xyz, R2.y, c[8]; +MAD R3.xyz, R2.x, c[7], R3; +MAD R3.xyz, R2.z, c[6], R3; +DP3 R2.w, R3, R3; +RSQ R3.w, R2.w; +MUL R1.xyz, R1.w, R1; +DP3 R2.x, R2, c[5].y; +MUL R1.xyz, R1, R2.x; +MUL R1.xyz, R1, c[5].z; +MUL R2.xyz, R1, c[0]; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +MUL R2.xyz, R0.w, R2; +ADD R1.w, -R1, c[5].x; +RSQ R2.w, R2.w; +MUL R3.xyz, R3.w, R3; +MAD R3.xyz, fragment.texcoord[1], R2.w, R3; +DP3 R2.w, R3, R3; +RSQ R3.x, R2.w; +MOV R2.w, c[6]; +MUL R3.y, R2.w, c[1].x; +MUL R3.x, R3, R3.z; +MAX R2.w, R3.x, c[5]; +POW R2.w, R2.w, R3.y; +MUL R3.xyz, R2, R2.w; +POW R0.w, R1.w, c[3].x; +MAD R0.xyz, R0, R1, R3; +MUL R2.xyz, R0.w, c[4]; +MUL R1.xyz, R2, c[4].w; +MAD result.color.xyz, R1, c[2].x, R0; +MOV result.color.w, c[2].x; +END +# 38 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"ps_2_0 +; 42 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c5, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c6, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c7, 0.81649655, 0.00000000, 0.57735026, 0 +def c8, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r3, t0, s0 +texld r0, t2, s2 +texld r2, t2, s1 +mul_pp r0.xyz, r0.w, r0 +mul_pp r4.xyz, r0, c5.y +mul r0.xyz, r4.y, c6 +mad r0.xyz, r4.x, c7, r0 +mad r5.xyz, r4.z, c8, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c5.w +mul_pp r0.x, c6.w, r0 +pow r5.w, r1.x, r0.x +mov r0.x, r5.w +mul_pp r5.xyz, r2.w, r2 +dp3_pp r2.x, r4, c5.z +mul_pp r2.xyz, r5, r2.x +dp3 r1.x, t1, t1 +rsq r1.x, r1.x +mul_sat r0.z, r1.x, t1 +add r1.x, -r0.z, c5 +mul_pp r4.xyz, r2, c5.y +pow_pp r2.x, r1.x, c3.x +mul_pp r1.xyz, r4, c0 +mul_pp r5.xyz, r3.w, r1 +mov_pp r1.x, r2.x +mul r0.xyz, r5, r0.x +mul r1.xyz, r1.x, c4 +mad_pp r0.xyz, r3, r4, r0 +mul r1.xyz, r1, c4.w +mov_pp r0.w, c2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 29 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedeieembgkgmklpiheojkdeilfglehpgnlabaaaaaaceagaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcdeafaaaaeaaaaaaaenabaaaafjaaaaaeegiocaaa +aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaakgakbaaa +aaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaacaaaaaa +diaaaaaihcaabaaaacaaaaaaigadbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaadaaaaaa +diaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaaagajbaaaadaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaaigadbaaaaaaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaadaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +SetTexture 2 [unity_LightmapInd] 2D +"agal_ps +c5 1.0 8.0 0.57735 0.0 +c6 -0.408248 0.707107 0.57735 128.0 +c7 0.816497 0.0 0.57735 0.0 +c8 -0.408248 -0.707107 0.57735 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r0, v2, s2 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r2, v2, s1 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaaeaaahacaaaaaakeacaaaaaaafaaaaffabaaaaaa mul r4.xyz, r0.xyzz, c5.y +adaaaaaaaaaaahacaeaaaaffacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r4.y, c6 +adaaaaaaabaaahacaeaaaaaaacaaaaaaahaaaaoeabaaaaaa mul r1.xyz, r4.x, c7 +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +adaaaaaaafaaahacaeaaaakkacaaaaaaaiaaaaoeabaaaaaa mul r5.xyz, r4.z, c8 +abaaaaaaafaaahacafaaaakeacaaaaaaaaaaaakeacaaaaaa add r5.xyz, r5.xyzz, r0.xyzz +bcaaaaaaaaaaabacafaaaakeacaaaaaaafaaaakeacaaaaaa dp3 r0.x, r5.xyzz, r5.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +adaaaaaaabaaahacabaaaaaaacaaaaaaafaaaakeacaaaaaa mul r1.xyz, r1.x, r5.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c1 +ahaaaaaaabaaabacaaaaaakkacaaaaaaafaaaappabaaaaaa max r1.x, r0.z, c5.w +adaaaaaaaaaaabacagaaaappabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.w, r0.x +alaaaaaaafaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r5, r1.x, r0.x +aaaaaaaaaaaaabacafaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r5.x +adaaaaaaafaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r5.xyz, r2.w, r2.xyzz +bcaaaaaaacaaabacaeaaaakeacaaaaaaafaaaakkabaaaaaa dp3 r2.x, r4.xyzz, c5.z +adaaaaaaacaaahacafaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r5.xyzz, r2.x +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r1.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaabaaabacabaaaappacaaaaaaafaaaaoeabaaaaaa add r1.x, r1.w, c5 +adaaaaaaaeaaahacacaaaakeacaaaaaaafaaaaffabaaaaaa mul r4.xyz, r2.xyzz, c5.y +alaaaaaaacaaapacabaaaaaaacaaaaaaadaaaaaaabaaaaaa pow r2, r1.x, c3.x +adaaaaaaabaaahacaeaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r4.xyzz, c0 +adaaaaaaafaaahacadaaaappacaaaaaaabaaaakeacaaaaaa mul r5.xyz, r3.w, r1.xyzz +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +adaaaaaaaaaaahacafaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r5.xyzz, r0.x +adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r1.xyz, r1.x, c4 +adaaaaaaacaaahacadaaaakeacaaaaaaaeaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r4.xyzz +abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaappabaaaaaa mul r1.xyz, r1.xyzz, c4.w +aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c2.x +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +SetTexture 2 [unity_LightmapInd] 2D 2 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 29 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlekbimhkgnhdhnefgnhffgjfgfcojmnoabaaaaaagiajaaaaaeaaaaaa +daaaaaaahaadaaaakmaiaaaadeajaaaaebgpgodjdiadaaaadiadaaaaaaacpppp +pmacaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaaaaaaaaa +abababaaacacacaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka +aaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafaeaaapkaolaffbdpaaaaaaaa +dkmnbddpaaaaaaaafbaaaaafafaaapkaomafnblopdaedfdpdkmnbddpaaaaaaed +fbaaaaafagaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaabaaaaacaaaaadiaaaaablla +ecaaaaadabaacpiaaaaaoeiaacaioekaecaaaaadaaaacpiaaaaaoeiaabaioeka +ecaaaaadacaacpiaaaaaoelaaaaioekaafaaaaadabaaciiaabaappiaadaaffka +afaaaaadabaachiaabaaoeiaabaappiaafaaaaadadaaahiaabaaffiaafaaoeka +aeaaaaaeadaaahiaabaaaaiaaeaaoekaadaaoeiaaeaaaaaeadaaahiaabaakkia +agaaoekaadaaoeiaaiaaaaadadaaciiaadaakkkaabaaoeiaaiaaaaadabaaabia +adaaoeiaadaaoeiaahaaaaacabaaabiaabaaaaiaaiaaaaadabaaaciaabaaoela +abaaoelaahaaaaacabaaaciaabaaffiaafaaaaadaeaachiaabaaffiaabaaoela +afaaaaadaeaabiiaabaaffiaabaakklaacaaaaadaeaaciiaaeaappibadaaaaka +caaaaaadabaaaciaaeaappiaabaakkkaafaaaaadabaaaoiaabaaffiaacaablka +afaaaaadabaacoiaabaaoeiaacaappkaaeaaaaaeadaachiaadaaoeiaabaaaaia +aeaaoeiaaiaaaaadabaacbiaadaaoeiaadaaoeiaahaaaaacabaacbiaabaaaaia +afaaaaadabaacbiaabaaaaiaadaakkiaalaaaaadadaaabiaabaaaaiaadaappka +abaaaaacabaaabiaabaaaakaafaaaaadabaaabiaabaaaaiaafaappkacaaaaaad +aeaacbiaadaaaaiaabaaaaiaafaaaaadaaaaciiaaaaappiaadaaffkaafaaaaad +aaaachiaaaaaoeiaaaaappiaafaaaaadaaaachiaadaappiaaaaaoeiaafaaaaad +adaachiaaaaaoeiaaaaaoekaafaaaaadadaaahiaacaappiaadaaoeiaafaaaaad +aaaachiaaaaaoeiaacaaoeiaaeaaaaaeaaaachiaadaaoeiaaeaaaaiaaaaaoeia +aeaaaaaeaaaachiaabaabliaabaaffkaaaaaoeiaabaaaaacaaaaciiaabaaffka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcdeafaaaaeaaaaaaaenabaaaa +fjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaaj +pcaabaaaaaaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaa +abaaaaaafgafbaaaaaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaa +dcaaaaamhcaabaaaabaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaa +dkmnbddpaaaaaaaaegacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaa +aaaaaaaaaceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaa +baaaaaakbcaabaaaaaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaa +egacbaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaa +abaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaa +ckaabaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaa +acaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaa +fgaobaaaacaaaaaadgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaai +bcaabaaaabaaaaaaakaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaa +abaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaa +abaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa +aeaaaaaabaaaaaahccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaa +eeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaa +aaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa +diaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaed +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahecaabaaaaaaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaakgakbaaaaaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaa +agajbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaigadbaaaaaaaaaaaegiccaaa +aaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaadaaaaaadiaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaaagajbaaa +adaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaaacaaaaaafgafbaaaaaaaaaaa +igadbaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaa +aaaaaaaaadaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaa +aaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 34 ALU, 2 TEX +PARAM c[7] = { program.local[0..5], + { 1, 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R3.x, fragment.texcoord[4], texture[1], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MOV R1.xyz, fragment.texcoord[2]; +MAD R1.xyz, fragment.texcoord[1], R1.w, R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[6].z; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[6].y; +POW R2.x, R1.x, R1.z; +MOV R1, c[1]; +MUL R0.w, R0, R2.x; +MAX R2.w, fragment.texcoord[2].z, c[6].y; +MUL R2.xyz, R0, c[0]; +MUL R2.xyz, R2, R2.w; +MUL R1.xyz, R1, c[0]; +MAD R1.xyz, R1, R0.w, R2; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R2.w; +MUL R2.y, R3.x, c[6].w; +MUL R1.xyz, R1, R2.y; +MUL_SAT R2.x, R2, fragment.texcoord[1].z; +MUL R1.w, R1, c[0]; +MUL R0.w, R0, R1; +MAD R0.xyz, R0, fragment.texcoord[3], R1; +ADD R2.x, -R2, c[6]; +POW R1.x, R2.x, c[4].x; +MUL R1.xyz, R1.x, c[5]; +MUL R1.xyz, R1, c[5].w; +MAD result.color.xyz, R1, c[3].x, R0; +MAD result.color.w, R3.x, R0, c[3].x; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"ps_2_0 +; 40 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c6, 1.00000000, 0.00000000, 128.00000000, 2.00000000 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +dcl t4 +texldp r5, t4, s1 +texld r3, t0, s0 +dp3_pp r0.x, t1, t1 +mov_pp r1.xyz, t2 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c6.y +mul_pp r0.x, c6.z, r0 +pow r2.w, r1.x, r0.x +mov r0.x, r2.w +mov_pp r2.xyz, c0 +mul_pp r2.xyz, c1, r2 +mul_pp r4.xyz, r3, c0 +max_pp r1.x, t2.z, c6.y +mul_pp r1.xyz, r4, r1.x +mul r0.x, r3.w, r0 +mad r4.xyz, r2, r0.x, r1 +dp3 r1.x, t1, t1 +rsq r2.x, r1.x +mul_sat r0.z, r2.x, t1 +mul_pp r1.x, r5, c6.w +mul r2.xyz, r4, r1.x +mov_pp r0.w, c0 +mul_pp r4.x, c1.w, r0.w +mul r0.x, r0, r4 +add r1.x, -r0.z, c6 +mad_pp r3.xyz, r3, t3, r2 +pow_pp r2.x, r1.x, c4.x +mov_pp r1.x, r2.x +mad r0.w, r5.x, r0.x, c3.x +mul r1.xyz, r1.x, c5 +mul r0.xyz, r1, c5.w +mad_pp r0.xyz, r0, c3.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 160 // 144 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedgekbihhfkdbmhegdljlbjomklngfcgkaabaaaaaaiiafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcgiaeaaaa +eaaaaaaabkabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaa +acaaaaaaagaabaaaaaaaaaaaagbjbaaaadaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaadgcaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaiaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaa +jgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaa +abeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaa +aaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaajpcaabaaa +adaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaadiaaaaah +pcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaadaaaaaadeaaaaahicaabaaa +abaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaaihcaabaaaadaaaaaa +egacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +adaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaaadaaaaaa +egbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaadaaaaaaegaabaaa +adaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaabaaaaaa +akaabaaaadaaaaaaakaabaaaadaaaaaadcaaaaakiccabaaaaaaaaaaadkaabaaa +aaaaaaaaakaabaaaadaaaaaabkiacaaaaaaaaaaaahaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaahaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +Float 3 [_Opacity] +Float 4 [_RimFalloff] +Vector 5 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +"agal_ps +c6 1.0 0.0 128.0 2.0 +[bc] +aeaaaaaaaaaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r0, v4, v4.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +aaaaaaaaabaaahacacaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v2 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaagaaaaffabaaaaaa max r1.x, r0.z, c6.y +adaaaaaaaaaaabacagaaaakkabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c6.z, r0.x +alaaaaaaacaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r2, r1.x, r0.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0 +adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz +adaaaaaaaeaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r3.xyzz, c0 +ahaaaaaaabaaabacacaaaakkaeaaaaaaagaaaaffabaaaaaa max r1.x, v2.z, c6.y +adaaaaaaabaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r4.xyzz, r1.x +adaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r3.w, r0.x +adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r4.xyz, r2.xyzz, r0.x +abaaaaaaaeaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa add r4.xyz, r4.xyzz, r1.xyzz +bcaaaaaaabaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r1.x, v1, v1 +akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x +adaaaaaaaaaaaeacacaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r2.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaabaaabacafaaaaaaacaaaaaaagaaaappabaaaaaa mul r1.x, r5.x, c6.w +adaaaaaaacaaahacaeaaaakeacaaaaaaabaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r1.x +aaaaaaaaaaaaaiacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0 +adaaaaaaaeaaabacabaaaappabaaaaaaaaaaaappacaaaaaa mul r4.x, c1.w, r0.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r0.x, r0.x, r4.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaabaaabacabaaaappacaaaaaaagaaaaoeabaaaaaa add r1.x, r1.w, c6 +adaaaaaaadaaahacadaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r3.xyz, r3.xyzz, v3 +abaaaaaaadaaahacadaaaakeacaaaaaaacaaaakeacaaaaaa add r3.xyz, r3.xyzz, r2.xyzz +alaaaaaaacaaapacabaaaaaaacaaaaaaaeaaaaaaabaaaaaa pow r2, r1.x, c4.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +adaaaaaaaaaaaiacafaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.w, r5.x, r0.x +abaaaaaaaaaaaiacaaaaaappacaaaaaaadaaaaaaabaaaaaa add r0.w, r0.w, c3.x +adaaaaaaabaaahacabaaaaaaacaaaaaaafaaaaoeabaaaaaa mul r1.xyz, r1.x, c5 +adaaaaaaaaaaahacabaaaakeacaaaaaaafaaaappabaaaaaa mul r0.xyz, r1.xyzz, c5.w +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c3.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 160 // 144 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +// 34 instructions, 4 temp regs, 0 temp arrays: +// ALU 25 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedokmobkfoedjkidmepapifjhiadjmllaaabaaaaaaheaiaaaaaeaaaaaa +daaaaaaabiadaaaaiiahaaaaeaaiaaaaebgpgodjoaacaaaaoaacaaaaaaacpppp +jmacaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaacaaacaaaaaaaaaaaaacpppp +fbaaaaafaeaaapkaaaaaiadpaaaaaaaaaaaaaaedaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaachlabpaaaaacaaaaaaiaaeaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkaagaaaaacaaaaaiiaaeaapplaafaaaaadaaaaadia +aaaappiaaeaaoelaecaaaaadabaacpiaaaaaoelaabaioekaecaaaaadaaaacpia +aaaaoeiaaaaioekaaiaaaaadaaaaaciaabaaoelaabaaoelaahaaaaacaaaaacia +aaaaffiaabaaaaacacaaahiaabaaoelaaeaaaaaeacaachiaacaaoeiaaaaaffia +acaaoelaafaaaaadacaabiiaaaaaffiaabaakklaacaaaaadacaaciiaacaappib +aeaaaakacaaaaaadaaaaaciaacaappiaacaakkkaafaaaaadaaaaaoiaaaaaffia +adaablkaafaaaaadaaaacoiaaaaaoeiaadaappkaaiaaaaadacaacbiaacaaoeia +acaaoeiaahaaaaacacaacbiaacaaaaiaafaaaaadacaacbiaacaaaaiaacaakkia +alaaaaadadaaaiiaacaaaaiaaeaaffkaabaaaaacacaaabiaacaaaakaafaaaaad +acaaabiaacaaaaiaaeaakkkacaaaaaadaeaaaiiaadaappiaacaaaaiaafaaaaad +abaaaiiaabaappiaaeaappiaabaaaaacacaaapiaaaaaoekaafaaaaadacaaahia +acaaoeiaabaaoekaafaaaaadacaaahiaabaappiaacaaoeiaalaaaaadadaacbia +acaakklaaeaaffkaafaaaaadadaacoiaabaabliaaaaablkaafaaaaadabaachia +abaaoeiaadaaoelaaeaaaaaeacaaahiaadaabliaadaaaaiaacaaoeiaacaaaaad +adaaabiaaaaaaaiaaaaaaaiaaeaaaaaeabaachiaacaaoeiaadaaaaiaabaaoeia +aeaaaaaeadaachiaaaaabliaacaaffkaabaaoeiaafaaaaadaaaaaciaacaappia +abaappkaafaaaaadaaaaaciaabaappiaaaaaffiaaeaaaaaeadaaciiaaaaaffia +aaaaaaiaacaaffkaabaaaaacaaaicpiaadaaoeiappppaaaafdeieefcgiaeaaaa +eaaaaaaabkabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa +gcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaa +acaaaaaaagaabaaaaaaaaaaaagbjbaaaadaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaadgcaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaiaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaaaaaaaaaa +jgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaa +abeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaa +aaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaa +acaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaacaaaaaadiaaaaajpcaabaaa +adaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaaaaaaaaaaacaaaaaadiaaaaah +pcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaaadaaaaaadeaaaaahicaabaaa +abaaaaaackbabaaaadaaaaaaabeaaaaaaaaaaaaadiaaaaaihcaabaaaadaaaaaa +egacbaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaahhcaabaaaacaaaaaa +egacbaaaacaaaaaaegbcbaaaaeaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +adaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaaadaaaaaa +egbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaajpcaabaaaadaaaaaaegaabaaa +adaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaabaaaaaa +akaabaaaadaaaaaaakaabaaaadaaaaaadcaaaaakiccabaaaaaaaaaaadkaabaaa +aaaaaaaaakaabaaaadaaaaaabkiacaaaaaaaaaaaahaaaaaadcaaaaajhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaahaaaaaaegacbaaa +aaaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +keaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaakeaaaaaaadaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 20 ALU, 3 TEX +PARAM c[4] = { program.local[0..2], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TXP R2.x, fragment.texcoord[3], texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +MUL R3.xyz, R0.w, R0; +MUL R0.xyz, R0, R2.x; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R0.w, R1, fragment.texcoord[1].z; +ADD R0.w, -R0, c[3].z; +POW R0.w, R0.w, c[1].x; +MUL R2.yzw, R0.w, c[2].xxyz; +MUL R3.xyz, R3, c[3].x; +MUL R0.xyz, R0, c[3].y; +MIN R0.xyz, R3, R0; +MUL R3.xyz, R3, R2.x; +MUL R2.yzw, R2, c[2].w; +MUL R2.xyz, R2.yzww, c[0].x; +MAX R0.xyz, R0, R3; +MAD result.color.xyz, R1, R0, R2; +MOV result.color.w, c[0].x; +END +# 20 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 21 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 1.00000000, 8.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texld r1, t0, s0 +texldp r5, t3, s1 +texld r2, t2, s2 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r3.xyz, r2, r5.x +add r0.x, -r0.z, c3 +mul_pp r4.xyz, r3, c3.z +pow_pp r3.x, r0.x, c1.x +mul_pp r0.xyz, r2.w, r2 +mul_pp r2.xyz, r0, c3.y +min_pp r4.xyz, r2, r4 +mov_pp r0.x, r3.x +mul_pp r2.xyz, r2, r5.x +mul r0.xyz, r0.x, c2 +mul r0.xyz, r0, c2.w +max_pp r2.xyz, r4, r2 +mul_pp r0.xyz, r0, c0.x +mov_pp r0.w, c0.x +mad_pp r0.xyz, r1, r2, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedljeobpjfmlpkhbkachpbjlhlfdlkgbcnabaaaaaafiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcfaadaaaaeaaaaaaaneaaaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +fgifcaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaa +akaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaa +agajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaa +ddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaah +hcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaa +abaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Float 0 [_Opacity] +Float 1 [_RimFalloff] +Vector 2 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c3 1.0 8.0 2.0 0.0 +[bc] +ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point> +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaafaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r5, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +adaaaaaaadaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r5.x +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaaaaaabacabaaaappacaaaaaaadaaaaoeabaaaaaa add r0.x, r1.w, c3 +adaaaaaaaeaaahacadaaaakeacaaaaaaadaaaakkabaaaaaa mul r4.xyz, r3.xyzz, c3.z +alaaaaaaadaaapacaaaaaaaaacaaaaaaabaaaaaaabaaaaaa pow r3, r0.x, c1.x +adaaaaaaaaaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r2.w, r2.xyzz +adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r2.xyz, r0.xyzz, c3.y +agaaaaaaaeaaahacacaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r2.xyzz, r4.xyzz +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaacaaahacacaaaakeacaaaaaaafaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r5.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa mul r0.xyz, r0.x, c2 +adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w +ahaaaaaaacaaahacaeaaaakeacaaaaaaacaaaakeacaaaaaa max r2.xyz, r4.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c0.x +aaaaaaaaaaaaaiacaaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c0.x +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r2.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 24 instructions, 3 temp regs, 0 temp arrays: +// ALU 18 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediipafcogagljnojldgkfgigbablnnfgbabaaaaaahiagaaaaaeaaaaaa +daaaaaaaemacaaaakeafaaaaeeagaaaaebgpgodjbeacaaaabeacaaaaaaacpppp +niabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaabaaaaaa +aaababaaacacacaaaaaaahaaacaaaaaaaaaaaaaaaaacppppfbaaaaafacaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaagaaaaacaaaaaiia +acaapplaafaaaaadaaaaadiaaaaappiaacaaoelaabaaaaacabaaadiaaaaablla +ecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpiaabaaoeiaacaioeka +ecaaaaadacaacpiaaaaaoelaabaioekaacaaaaadacaaciiaaaaaaaiaaaaaaaia +afaaaaadaaaacoiaabaabliaacaappiaafaaaaadabaaciiaabaappiaacaaffka +afaaaaadabaachiaabaaoeiaabaappiaakaaaaadadaachiaaaaabliaabaaoeia +afaaaaadaaaachiaaaaaaaiaabaaoeiaalaaaaadabaachiaadaaoeiaaaaaoeia +aiaaaaadabaaaiiaabaaoelaabaaoelaahaaaaacabaaaiiaabaappiaafaaaaad +abaabiiaabaappiaabaakklaacaaaaadabaaciiaabaappibacaaaakacaaaaaad +acaaaiiaabaappiaaaaakkkaafaaaaadaaaaahiaacaappiaabaaoekaafaaaaad +aaaachiaaaaaoeiaabaappkaafaaaaadaaaachiaaaaaoeiaaaaaffkaaeaaaaae +aaaachiaacaaoeiaabaaoeiaaaaaoeiaabaaaaacaaaaciiaaaaaffkaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcfaadaaaaeaaaaaaaneaaaaaafjaaaaae +egiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +adaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa +eeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaia +ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaa +ahaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaahaaaaaaaoaaaaahdcaabaaa +abaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaa +egaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +ogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahocaabaaa +abaaaaaapgapbaaaaaaaaaaaagajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaa +dkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaapgapbaaaaaaaaaaaddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaa +agajbaaaacaaaaaadiaaaaahhcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaa +acaaaaaadeaaaaahhcaabaaaabaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaa +efaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 44 ALU, 4 TEX +PARAM c[9] = { program.local[0..4], + { 1, 0.57735026, 8, 2 }, + { -0.40824828, -0.70710677, 0.57735026, 0 }, + { 0.81649655, 0, 0.57735026, 128 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R2, fragment.texcoord[2], texture[3], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TEX R1, fragment.texcoord[2], texture[2], 2D; +TXP R4.x, fragment.texcoord[3], texture[1], 2D; +MUL R2.xyz, R2.w, R2; +MUL R2.xyz, R2, c[5].z; +MUL R3.xyz, R2.y, c[8]; +MAD R3.xyz, R2.x, c[7], R3; +MAD R3.xyz, R2.z, c[6], R3; +DP3 R2.w, R3, R3; +RSQ R3.w, R2.w; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.w; +MUL R3.xyz, R3.w, R3; +MAD R3.xyz, fragment.texcoord[1], R2.w, R3; +DP3 R2.w, R3, R3; +DP3 R3.x, R2, c[5].y; +MUL R2.xyz, R1.w, R1; +MUL R2.xyz, R2, R3.x; +RSQ R2.w, R2.w; +MUL R1.xyz, R1, R4.x; +MOV R1.w, c[7]; +MUL R2.w, R2, R3.z; +MUL R2.xyz, R2, c[5].z; +MUL R1.xyz, R1, c[5].w; +MUL R3.xyz, R2, R4.x; +MIN R1.xyz, R2, R1; +MAX R1.xyz, R1, R3; +MAX R3.x, R2.w, c[6].w; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R1.w, R1, c[1].x; +RSQ R2.w, R2.w; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +MUL R2.xyz, R2, c[0]; +MUL R2.xyz, R0.w, R2; +POW R1.w, R3.x, R1.w; +MUL R3.xyz, R2, R1.w; +ADD R2.w, -R2, c[5].x; +POW R0.w, R2.w, c[3].x; +MAD R1.xyz, R0, R1, R3; +MUL R2.xyz, R0.w, c[4]; +MUL R0.xyz, R2, c[4].w; +MAD result.color.xyz, R0, c[2].x, R1; +MOV result.color.w, c[2].x; +END +# 44 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 47 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 1.00000000, 8.00000000, 0.57735026, 2.00000000 +def c6, -0.40824831, 0.70710677, 0.57735026, 0.00000000 +def c7, 0.81649655, 0.00000000, 0.57735026, 128.00000000 +def c8, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texldp r4, t3, s1 +texld r3, t0, s0 +texld r2, t2, s2 +texld r0, t2, s3 +mul_pp r0.xyz, r0.w, r0 +mul_pp r5.xyz, r0, c5.y +mul r0.xyz, r5.y, c6 +mad r0.xyz, r5.x, c7, r0 +mad r6.xyz, r5.z, c8, r0 +dp3 r0.x, r6, r6 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r6 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r0.x, r0.x +mul_pp r0.z, r0.x, r0 +mul_pp r1.xyz, r2.w, r2 +dp3_pp r0.x, r5, c5.z +mul_pp r1.xyz, r1, r0.x +mul_pp r2.xyz, r2, r4.x +mul_pp r5.xyz, r1, c5.y +mul_pp r1.xyz, r2, c5.w +mul_pp r2.xyz, r5, r4.x +min_pp r1.xyz, r5, r1 +max_pp r6.xyz, r1, r2 +mov_pp r1.x, c1 +dp3 r2.x, t1, t1 +max_pp r0.x, r0.z, c6.w +mul_pp r1.x, c7.w, r1 +pow r4.w, r0.x, r1.x +rsq r2.x, r2.x +mul_sat r0.z, r2.x, t1 +add r1.x, -r0.z, c5 +pow_pp r2.x, r1.x, c3.x +mul_pp r1.xyz, r5, c0 +mov r0.x, r4.w +mul_pp r4.xyz, r3.w, r1 +mov_pp r1.x, r2.x +mul r0.xyz, r4, r0.x +mul r1.xyz, r1.x, c4 +mad_pp r0.xyz, r3, r6, r0 +mul r1.xyz, r1, c4.w +mov_pp r0.w, c2.x +mad_pp r0.xyz, r1, c2.x, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 47 instructions, 4 temp regs, 0 temp arrays: +// ALU 35 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjnfdkhggejlklleclfiklkfokephanmnabaaaaaadaahaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcciagaaaaeaaaaaaaikabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa +aaaaaaaaahaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaiaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaadaaaaaaegacbaaaacaaaaaakgakbaaa +aaaaaaaadiaaaaahncaabaaaaaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaa +aoaaaaahdcaabaaaadaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaaj +pcaabaaaadaaaaaaegaabaaaadaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaabaaaaaaakaabaaaadaaaaaaakaabaaaadaaaaaadiaaaaah +hcaabaaaadaaaaaaigadbaaaaaaaaaaaagaabaaaadaaaaaadiaaaaahhcaabaaa +acaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaaddaaaaahhcaabaaaacaaaaaa +igadbaaaaaaaaaaaegacbaaaacaaaaaadiaaaaaincaabaaaaaaaaaaaagaobaaa +aaaaaaaaagijcaaaaaaaaaaaacaaaaaadeaaaaahhcaabaaaacaaaaaaegacbaaa +adaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaa +acaaaaaaegacbaaaadaaaaaadiaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaa +pgapbaaaadaaaaaadcaaaaajhcaabaaaaaaaaaaaigadbaaaaaaaaaaafgafbaaa +aaaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +fgifcaaaaaaaaaaaahaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaa +bkiacaaaaaaaaaaaahaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"agal_ps +c5 1.0 8.0 0.57735 2.0 +c6 -0.408248 0.707107 0.57735 0.0 +c7 0.816497 0.0 0.57735 128.0 +c8 -0.408248 -0.707107 0.57735 0.0 +[bc] +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaaeaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r4, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +ciaaaaaaacaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r2, v2, s2 <2d wrap linear point> +ciaaaaaaaaaaapacacaaaaoeaeaaaaaaadaaaaaaafaababb tex r0, v2, s3 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz +adaaaaaaafaaahacaaaaaakeacaaaaaaafaaaaffabaaaaaa mul r5.xyz, r0.xyzz, c5.y +adaaaaaaaaaaahacafaaaaffacaaaaaaagaaaaoeabaaaaaa mul r0.xyz, r5.y, c6 +adaaaaaaabaaahacafaaaaaaacaaaaaaahaaaaoeabaaaaaa mul r1.xyz, r5.x, c7 +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +adaaaaaaagaaahacafaaaakkacaaaaaaaiaaaaoeabaaaaaa mul r6.xyz, r5.z, c8 +abaaaaaaagaaahacagaaaakeacaaaaaaaaaaaakeacaaaaaa add r6.xyz, r6.xyzz, r0.xyzz +bcaaaaaaaaaaabacagaaaakeacaaaaaaagaaaakeacaaaaaa dp3 r0.x, r6.xyzz, r6.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +adaaaaaaabaaahacabaaaaaaacaaaaaaagaaaakeacaaaaaa mul r1.xyz, r1.x, r6.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacabaaaaoeaeaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, v1, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r0.x, r0.z +adaaaaaaabaaahacacaaaappacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r2.w, r2.xyzz +bcaaaaaaaaaaabacafaaaakeacaaaaaaafaaaakkabaaaaaa dp3 r0.x, r5.xyzz, c5.z +adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r1.xyz, r1.xyzz, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r2.xyz, r2.xyzz, r4.x +adaaaaaaafaaahacabaaaakeacaaaaaaafaaaaffabaaaaaa mul r5.xyz, r1.xyzz, c5.y +adaaaaaaabaaahacacaaaakeacaaaaaaafaaaappabaaaaaa mul r1.xyz, r2.xyzz, c5.w +adaaaaaaacaaahacafaaaakeacaaaaaaaeaaaaaaacaaaaaa mul r2.xyz, r5.xyzz, r4.x +agaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa min r1.xyz, r5.xyzz, r1.xyzz +ahaaaaaaagaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa max r6.xyz, r1.xyzz, r2.xyzz +aaaaaaaaabaaabacabaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c1 +bcaaaaaaacaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r2.x, v1, v1 +ahaaaaaaaaaaabacaaaaaakkacaaaaaaagaaaappabaaaaaa max r0.x, r0.z, c6.w +adaaaaaaabaaabacahaaaappabaaaaaaabaaaaaaacaaaaaa mul r1.x, c7.w, r1.x +alaaaaaaaeaaapacaaaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r0.x, r1.x +akaaaaaaacaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r2.x +adaaaaaaaaaaaeacacaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r2.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.w, r0.z +abaaaaaaabaaabacabaaaappacaaaaaaafaaaaoeabaaaaaa add r1.x, r1.w, c5 +alaaaaaaacaaapacabaaaaaaacaaaaaaadaaaaaaabaaaaaa pow r2, r1.x, c3.x +adaaaaaaabaaahacafaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r5.xyzz, c0 +aaaaaaaaaaaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r4.x +adaaaaaaaeaaahacadaaaappacaaaaaaabaaaakeacaaaaaa mul r4.xyz, r3.w, r1.xyzz +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +adaaaaaaaaaaahacaeaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r4.xyzz, r0.x +adaaaaaaabaaahacabaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r1.xyz, r1.x, c4 +adaaaaaaacaaahacadaaaakeacaaaaaaagaaaakeacaaaaaa mul r2.xyz, r3.xyzz, r6.xyzz +abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaappabaaaaaa mul r1.xyz, r1.xyzz, c4.w +aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaaaaabaaaaaa mul r1.xyz, r1.xyzz, c2.x +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 144 used size, 10 vars +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +Float 116 [_Opacity] +Float 120 [_RimFalloff] +Vector 128 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 47 instructions, 4 temp regs, 0 temp arrays: +// ALU 35 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefieceddcpfalbeplbmmghkenliiaglfogliooeabaaaaaabialaaaaaeaaaaaa +daaaaaaabeaeaaaaeeakaaaaoeakaaaaebgpgodjnmadaaaanmadaaaaaaacpppp +jaadaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaabaaaaaa +aaababaaacacacaaadadadaaaaaaacaaabaaaaaaaaaaaaaaaaaaahaaacaaabaa +aaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaa +fbaaaaafaeaaapkaolaffbdpaaaaaaaadkmnbddpaaaaaaaafbaaaaafafaaapka +omafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaafagaaapkaolafnblopdaedflp +dkmnbddpaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachla +bpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapkaabaaaaac +aaaaadiaaaaabllaagaaaaacaaaaaeiaacaapplaafaaaaadabaaadiaaaaakkia +acaaoelaecaaaaadacaacpiaaaaaoeiaadaioekaecaaaaadaaaacpiaaaaaoeia +acaioekaecaaaaadabaacpiaabaaoeiaaaaioekaecaaaaadadaacpiaaaaaoela +abaioekaafaaaaadacaaciiaacaappiaadaaffkaafaaaaadacaachiaacaaoeia +acaappiaafaaaaadabaaaoiaacaaffiaafaablkaaeaaaaaeabaaaoiaacaaaaia +aeaablkaabaaoeiaaeaaaaaeaeaaahiaacaakkiaagaaoekaabaabliaaiaaaaad +aeaaciiaadaakkkaacaaoeiaaiaaaaadabaaaciaaeaaoeiaaeaaoeiaahaaaaac +abaaaciaabaaffiaaiaaaaadabaaaeiaabaaoelaabaaoelaahaaaaacabaaaeia +abaakkiaafaaaaadacaachiaabaakkiaabaaoelaafaaaaadacaabiiaabaakkia +abaakklaacaaaaadacaaciiaacaappibadaaaakacaaaaaadabaaaeiaacaappia +abaakkkaafaaaaadafaaahiaabaakkiaacaaoekaafaaaaadafaachiaafaaoeia +acaappkaaeaaaaaeacaachiaaeaaoeiaabaaffiaacaaoeiaaiaaaaadafaaciia +acaaoeiaacaaoeiaahaaaaacafaaciiaafaappiaafaaaaadafaaciiaacaakkia +afaappiaalaaaaadabaaaciaafaappiaadaappkaabaaaaacafaaaiiaabaaaaka +afaaaaadafaaaiiaafaappiaafaappkacaaaaaadacaacbiaabaaffiaafaappia +afaaaaadaaaaciiaaaaappiaadaaffkaafaaaaadabaacoiaaaaabliaaaaappia +afaaaaadabaacoiaaeaappiaabaaoeiaacaaaaadaaaaciiaabaaaaiaabaaaaia +afaaaaadacaacoiaabaaaaiaabaaoeiaafaaaaadaaaachiaaaaaoeiaaaaappia +akaaaaadaeaachiaaaaaoeiaabaabliaafaaaaadaaaachiaabaabliaaaaaoeka 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+aaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaa +diaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +ckaabaaaaaaaaaaabjaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahecaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah +hcaabaaaadaaaaaaegacbaaaacaaaaaakgakbaaaaaaaaaaadiaaaaahncaabaaa +aaaaaaaaagaabaaaaaaaaaaaagajbaaaadaaaaaaaoaaaaahdcaabaaaadaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaadaaaaaaegaabaaa +adaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaabaaaaaa +akaabaaaadaaaaaaakaabaaaadaaaaaadiaaaaahhcaabaaaadaaaaaaigadbaaa +aaaaaaaaagaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgapbaaaabaaaaaaddaaaaahhcaabaaaacaaaaaaigadbaaaaaaaaaaaegacbaaa +acaaaaaadiaaaaaincaabaaaaaaaaaaaagaobaaaaaaaaaaaagijcaaaaaaaaaaa +acaaaaaadeaaaaahhcaabaaaacaaaaaaegacbaaaadaaaaaaegacbaaaacaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaaegacbaaaadaaaaaa +diaaaaahncaabaaaaaaaaaaaagaobaaaaaaaaaaapgapbaaaadaaaaaadcaaaaaj +hcaabaaaaaaaaaaaigadbaaaaaaaaaaafgafbaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaahaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaaahaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 25 to 34 +// d3d9 - ALU: 28 to 37 +// d3d11 - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 12 to 14, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 33 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 36 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlgmpoopbcgheknafngcjigmdnlnlonpkabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_18; + atten_18 = texture2D (_LightTexture0, vec2(tmpvar_17)).w; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_6); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_18; + atten_18 = texture2D (_LightTexture0, vec2(tmpvar_17)).w; + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_6); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedihhgmhfcebabhkfibdbapddmbehbcbooabaaaaaadiakaaaaaeaaaaaa +daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp 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+afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 434 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 422 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 426 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 430 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 434 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 407 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 438 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 442 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 446 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [_MainTex_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[13] = { { 1 }, + state.matrix.mvp, + program.local[5..12] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[10]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[7]; +DP4 R3.y, R0, c[6]; +DP4 R3.x, R0, c[5]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[12], c[12].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +"vs_2_0 +; 28 ALU +def c12, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c12.x +mov r0.xyz, c8 +dp4 r1.z, r0, c6 +dp4 r1.y, r0, c5 +dp4 r1.x, r0, c4 +mad r3.xyz, r1, c10.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c6 +dp4 r4.z, c9, r0 +mov r0, c5 +mov r1, c4 +dp4 r4.y, c9, r0 +dp4 r4.x, c9, r1 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +mad oT0.xy, v3, c11, c11.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddadbmnnknlpboeoiggjhnpjeckedjolbabaaaaaahiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa 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+kgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +adaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, lightDir_2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_6); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_7 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; +} + + + +#endif +#ifdef FRAGMENT + +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp vec4 c_16; + highp float nh_17; + lowp float tmpvar_18; + tmpvar_18 = max (0.0, lightDir_2.z); + mediump float tmpvar_19; + tmpvar_19 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_17 = tmpvar_19; + mediump float arg1_20; + arg1_20 = (_Shininess * 128.0); + highp float tmpvar_21; + tmpvar_21 = (pow (nh_17, arg1_20) * tmpvar_6); + highp vec3 tmpvar_22; + tmpvar_22 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_18) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_21)) * 2.0); + c_16.xyz = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = (tmpvar_7 + ((_LightColor0.w * _SpecColor.w) * tmpvar_21)); + c_16.w = tmpvar_23; + c_1.xyz = c_16.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 10 [unity_Scale] +Vector 11 [_MainTex_ST] +"agal_vs +c12 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacamaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c12.x +aaaaaaaaaaaaahacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c8 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaagaaaaoeabaaaaaa dp4 r1.z, r0, c6 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaafaaaaoeabaaaaaa dp4 r1.y, r0, c5 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaeaaaaoeabaaaaaa dp4 r1.x, r0, c4 +adaaaaaaacaaahacabaaaakeacaaaaaaakaaaappabaaaaaa mul r2.xyz, r1.xyzz, c10.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaaeaaaeacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c9, r0 +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaaeaaacacajaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c9, r0 +bdaaaaaaaeaaabacajaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c9, r1 +bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz +bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaaalaaaaoeabaaaaaa mul r0.xy, a3, c11 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaalaaaaooabaaaaaa add v0.xy, r0.xyyy, c11.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 96 // 96 used size, 8 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 12 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedbmbgjkgihdenjonggjcgmjefdhfaomdcabaaaaaaaaaiaaaaaeaaaaaa +daaaaaaaleacaaaalaagaaaahiahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp +biacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +adaaaaaaaeaaaeaaaaaaaaaaadaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoeka +abaaookaabaaaaacaaaaapiaadaaoekaafaaaaadabaaahiaaaaaffiaajaaoeka +aeaaaaaeabaaahiaaiaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaakaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiaalaaoekaaaaappiaaaaaoeiaaiaaaaad +abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia +abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad +abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad +abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaacaaoekaafaaaaadacaaahia +aaaaffiaajaaoekaaeaaaaaeaaaaaliaaiaakekaaaaaaaiaacaakeiaaeaaaaae +aaaaahiaakaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiaalaaoeka +aeaaaaaeaaaaahiaaaaaoeiaamaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja +aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja +aaaaoeiaafaaaaadaaaaapiaaaaaffjaafaaoekaaeaaaaaeaaaaapiaaeaaoeka +aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaagaaoekaaaaakkjaaaaaoeiaaeaaaaae +aaaaapiaahaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoeka +aaaaoeiaabaaaaacaaaaammaaaaaoeiappppaaaafdeieefcpeadaaaaeaaaabaa +pnaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +adaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaa 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+jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaa +aeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +heaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 416 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 419 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 423 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +uniform highp vec4 _MainTex_ST; +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 430 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 432 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 436 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 440 + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), 1.0); + c.w = 0.0; + #line 444 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 34 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].w, R0, c[16]; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 34 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 37 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.w, r0, c15 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedngihocidihbbfolijamjafhfmjianhggabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa 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+egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +pcaabaaaabaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaak +pcaabaaaabaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaa +abaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegaobaaaabaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp vec2 P_17; + P_17 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_19; + atten_19 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_17).w) * texture2D (_LightTextureB0, vec2(tmpvar_18)).w); + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, lightDir_2.z); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_6); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19)); + c_20.w = tmpvar_27; + c_1.xyz = c_20.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp vec2 P_17; + P_17 = ((xlv_TEXCOORD3.xy / xlv_TEXCOORD3.w) + 0.5); + highp float tmpvar_18; + tmpvar_18 = dot (xlv_TEXCOORD3.xyz, xlv_TEXCOORD3.xyz); + lowp float atten_19; + atten_19 = ((float((xlv_TEXCOORD3.z > 0.0)) * texture2D (_LightTexture0, P_17).w) * texture2D (_LightTextureB0, vec2(tmpvar_18)).w); + lowp vec4 c_20; + highp float nh_21; + lowp float tmpvar_22; + tmpvar_22 = max (0.0, lightDir_2.z); + mediump float tmpvar_23; + tmpvar_23 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_21 = tmpvar_23; + mediump float arg1_24; + arg1_24 = (_Shininess * 128.0); + highp float tmpvar_25; + tmpvar_25 = (pow (nh_21, arg1_24) * tmpvar_6); + highp vec3 tmpvar_26; + tmpvar_26 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_22) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_25)) * (atten_19 * 2.0)); + c_20.xyz = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_25) * atten_19)); + c_20.w = tmpvar_27; + c_1.xyz = c_20.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v3.w, r0, c15 +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaa +fgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaa +egiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaak +pcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaa +abaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaa +aaaaaaaaegaobaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa +jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa +laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe +aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 _MainTex_ST; +#line 443 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 428 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 431 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 435 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 439 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 398 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 418 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 404 +#line 427 +uniform highp vec4 _MainTex_ST; +#line 443 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 404 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 408 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 412 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 416 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 447 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 451 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 455 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.x, R0, c[9]; +DP4 R3.y, R0, c[10]; +MAD R0.xyz, R3, c[19].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].z, R0, c[15]; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 33 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 36 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +mad r0.xyz, r4, c18.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT2.y, r2, r3 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.z, r0, c14 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedlgmpoopbcgheknafngcjigmdnlnlonpkabaaaaaapiagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcfmafaaaaeaaaabaa +fhabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +acaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa +egiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +baaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaa +beaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaa +anaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaai +hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaak +hcaabaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaa +agaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_18; + atten_18 = (texture2D (_LightTextureB0, vec2(tmpvar_17)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_6); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTextureB0; +uniform samplerCube _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + mediump vec3 tmpvar_16; + tmpvar_16 = normalize(xlv_TEXCOORD1); + lightDir_2 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (xlv_TEXCOORD3, xlv_TEXCOORD3); + lowp float atten_18; + atten_18 = (texture2D (_LightTextureB0, vec2(tmpvar_17)).w * textureCube (_LightTexture0, xlv_TEXCOORD3).w); + lowp vec4 c_19; + highp float nh_20; + lowp float tmpvar_21; + tmpvar_21 = max (0.0, lightDir_2.z); + mediump float tmpvar_22; + tmpvar_22 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_20 = tmpvar_22; + mediump float arg1_23; + arg1_23 = (_Shininess * 128.0); + highp float tmpvar_24; + tmpvar_24 = (pow (nh_20, arg1_23) * tmpvar_6); + highp vec3 tmpvar_25; + tmpvar_25 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_21) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_24)) * (atten_18 * 2.0)); + c_19.xyz = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_24) * atten_18)); + c_19.w = tmpvar_26; + c_1.xyz = c_19.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +adaaaaaaabaaahacaeaaaakeacaaaaaabcaaaappabaaaaaa mul r1.xyz, r4.xyzz, c18.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v3.z, r0, c14 +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 33 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedihhgmhfcebabhkfibdbapddmbehbcbooabaaaaaadiakaaaaaeaaaaaa +daaaaaaagmadaaaanaaiaaaajiajaaaaebgpgodjdeadaaaadeadaaaaaaacpopp +meacaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaadaa +aeaaabaaaaaaaaaaaaaaajaaabaaafaaaaaaaaaaabaaaeaaabaaagaaaaaaaaaa +acaaaaaaabaaahaaaaaaaaaaadaaaaaaaeaaaiaaaaaaaaaaadaaamaaajaaamaa +aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae 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{ +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +#line 435 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 420 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 423 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 427 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 431 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 390 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 410 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 396 +#line 419 +uniform highp vec4 _MainTex_ST; +#line 435 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 396 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 400 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 404 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 408 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 439 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 443 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + #line 447 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 19 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 20 [_MainTex_ST] +"!!ARBvp1.0 +# 31 ALU +PARAM c[21] = { { 1 }, + state.matrix.mvp, + program.local[5..20] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +MOV R0.xyz, vertex.attrib[14]; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +MAD R2.xyz, R2, c[19].w, -vertex.position; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[18]; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R3.z, R0, c[11]; +DP4 R3.y, R0, c[10]; +DP4 R3.x, R0, c[9]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].y, R3, R1; +DP3 result.texcoord[2].y, R1, R2; +DP3 result.texcoord[1].z, vertex.normal, R3; +DP3 result.texcoord[1].x, R3, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R2; +DP3 result.texcoord[2].x, vertex.attrib[14], R2; +DP4 result.texcoord[3].y, R0, c[14]; +DP4 result.texcoord[3].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[20], c[20].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 31 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c20, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.w, c20.x +mov r0.xyz, c16 +dp4 r1.z, r0, c10 +dp4 r1.y, r0, c9 +dp4 r1.x, r0, c8 +mad r3.xyz, r1, c18.w, -v0 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mul r2.xyz, r1, v1.w +mov r0, c10 +dp4 r4.z, c17, r0 +mov r0, c9 +dp4 r4.y, c17, r0 +mov r1, c8 +dp4 r4.x, c17, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r4, r2 +dp3 oT2.y, r2, r3 +dp3 oT1.z, v2, r4 +dp3 oT1.x, r4, v1 +dp3 oT2.z, v2, r3 +dp3 oT2.x, v1, r3 +dp4 oT3.y, r0, c13 +dp4 oT3.x, r0, c12 +mad oT0.xy, v3, c19, c19.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 32 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedphhnegepknobncaagdhgmenkmhbajmibabaaaaaammagaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcdaafaaaaeaaaabaa +emabaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaadcaaaaakdcaabaaaaaaaaaaa +egiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaabaaaaaaaaaaadcaaaaak +mccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaagaebaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +ajaaaaaaogikcaaaaaaaaaaaajaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaa +acaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +bdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaa +egacbaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaa +adaaaaaabdaaaaaadcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaa +adaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaadaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_16; + atten_16 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, lightDir_2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_6); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (atten_16 * 2.0)); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * atten_16)); + c_17.w = tmpvar_24; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + mediump vec3 tmpvar_4; + highp vec3 tmpvar_5; + highp vec3 tmpvar_6; + tmpvar_5 = tmpvar_1.xyz; + tmpvar_6 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_7; + tmpvar_7[0].x = tmpvar_5.x; + tmpvar_7[0].y = tmpvar_6.x; + tmpvar_7[0].z = tmpvar_2.x; + tmpvar_7[1].x = tmpvar_5.y; + tmpvar_7[1].y = tmpvar_6.y; + tmpvar_7[1].z = tmpvar_2.y; + tmpvar_7[2].x = tmpvar_5.z; + tmpvar_7[2].y = tmpvar_6.z; + tmpvar_7[2].z = tmpvar_2.z; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_8; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = _WorldSpaceCameraPos; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_7 * (((_World2Object * tmpvar_9).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_4 = tmpvar_10; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying mediump vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform sampler2D _LightTexture0; +uniform lowp vec4 _SpecColor; +uniform lowp vec4 _LightColor0; +void main () +{ + lowp vec4 c_1; + lowp vec3 lightDir_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lightDir_2 = xlv_TEXCOORD1; + lowp float atten_16; + atten_16 = texture2D (_LightTexture0, xlv_TEXCOORD3).w; + lowp vec4 c_17; + highp float nh_18; + lowp float tmpvar_19; + tmpvar_19 = max (0.0, lightDir_2.z); + mediump float tmpvar_20; + tmpvar_20 = max (0.0, normalize((lightDir_2 + normalize(xlv_TEXCOORD2))).z); + nh_18 = tmpvar_20; + mediump float arg1_21; + arg1_21 = (_Shininess * 128.0); + highp float tmpvar_22; + tmpvar_22 = (pow (nh_18, arg1_21) * tmpvar_6); + highp vec3 tmpvar_23; + tmpvar_23 = ((((tmpvar_4 * _LightColor0.xyz) * tmpvar_19) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_22)) * (atten_16 * 2.0)); + c_17.xyz = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = (tmpvar_7 + (((_LightColor0.w * _SpecColor.w) * tmpvar_22) * atten_16)); + c_17.w = tmpvar_24; + c_1.xyz = c_17.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 18 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"agal_vs +c20 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaaiacbeaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c20.x +aaaaaaaaaaaaahacbaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c16 +bdaaaaaaabaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r1.z, r0, c10 +bdaaaaaaabaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r1.y, r0, c9 +bdaaaaaaabaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r1.x, r0, c8 +adaaaaaaacaaahacabaaaakeacaaaaaabcaaaappabaaaaaa mul r2.xyz, r1.xyzz, c18.w +acaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r3.xyz, r2.xyzz, a0 +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r4.xyzz, r1.xyzz +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c17, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacbbaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c17, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacbbaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c17, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeaeaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r4.xyzz, r2.xyzz +bcaaaaaaacaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v2.y, r2.xyzz, r3.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v1.z, a1, r4.xyzz +bcaaaaaaabaaabaeaeaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r4.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.z, a1, r3.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v2.x, a5, r3.xyzz +bdaaaaaaadaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v3.y, r0, c13 +bdaaaaaaadaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v3.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabdaaaaoeabaaaaaa mul r0.xy, a3, c19 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabdaaaaooabaaaaaa add v0.xy, r0.xyyy, c19.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 160 // 160 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 144 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 32 instructions, 2 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedlgimjoolbnomlmkbjomgggeddgpeneejabaaaaaapiajaaaaaeaaaaaa +daaaaaaafiadaaaajaaiaaaafiajaaaaebgpgodjcaadaaaacaadaaaaaaacpopp 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+aaaaaaaaadaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 434 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 422 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 426 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + #line 430 + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out mediump vec3 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval.viewDir); + xlv_TEXCOORD3 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 389 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 409 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + mediump vec3 viewDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 395 +#line 418 +uniform highp vec4 _MainTex_ST; +#line 434 +#line 351 +lowp vec4 LightingBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in mediump vec3 viewDir, in lowp float atten ) { + mediump vec3 h = normalize((lightDir + viewDir)); + lowp float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 355 + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss); + lowp vec4 c; + c.xyz = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0)); + #line 359 + c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten)); + return c; +} +#line 395 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 399 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 403 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 407 + o.Alpha = _Opacity; +} +#line 434 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 438 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 442 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + #line 446 + lowp vec4 c = LightingBlinnPhong( o, lightDir, normalize(IN.viewDir), (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in mediump vec3 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN.viewDir = vec3(xlv_TEXCOORD2); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 21 to 32, TEX: 1 to 3 +// d3d9 - ALU: 24 to 34, TEX: 1 to 3 +// d3d11 - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 16 to 25, TEX: 1 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 26 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R2.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.x, R2.x; +MUL R0.xyz, R0, c[0]; +MOV result.color.w, c[4].x; +TEX R1.w, R1.x, texture[1], 2D; +DP3 R1.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.x, R1.x; +MUL R1.xyz, R1.x, fragment.texcoord[1]; +MAD R2.xyz, R2.x, fragment.texcoord[2], R1; +DP3 R1.x, R2, R2; +RSQ R1.y, R1.x; +MOV R1.x, c[4].y; +MUL R2.x, R1, c[2]; +MUL R1.y, R1, R2.z; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R2.x; +MAX R2.x, R1.z, c[4]; +MUL R0.w, R1.x, R0; +MOV R1.xyz, c[1]; +MUL R0.xyz, R0, R2.x; +MUL R1.xyz, R1, c[0]; +MUL R1.w, R1, c[4].z; +MAD R0.xyz, R1, R0.w, R0; +MUL result.color.xyz, R0, R1.w; +END +# 26 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 29 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mul_pp r2.xyz, r2, c0 +mov_pp r0.w, c3.x +texld r4, r0, s1 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +max_pp r1.x, r1.z, c3 +mul_pp r3.xyz, r2, r1.x +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r2.xyz, c1, r2 +mul_pp r1.x, r4, c3.z +mad r0.xyz, r2, r0.x, r3 +mul r0.xyz, r0, r1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedkmgakffpeeeofgihblhdliipaebehjdkabaaaaaagiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaah +ocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaa +aaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaah +bcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaa +aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaa +aaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +egiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaa +aaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaa +aaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +pgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaa +aaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w +ahaaaaaaabaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r1.z, c3 +adaaaaaaadaaahacacaaaakeacaaaaaaabaaaaaaacaaaaaa mul r3.xyz, r2.xyzz, r1.x +adaaaaaaabaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r1.x, r0.w, c3.z +aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0 +adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz +adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakeacaaaaaa add r0.xyz, r0.xyzz, r3.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaacaaaaaa mul r0.xyz, r0.xyzz, r1.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 26 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecednngenghnbmchichlilimcnpkoafogmojabaaaaaakiagaaaaaeaaaaaa +daaaaaaagmacaaaaneafaaaaheagaaaaebgpgodjdeacaaaadeacaaaaaaacpppp +paabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaaiaadaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapka +aiaaaaadaaaaaiiaadaaoelaadaaoelaabaaaaacaaaaadiaaaaappiaecaaaaad +abaacpiaaaaaoelaabaioekaecaaaaadaaaacpiaaaaaoeiaaaaioekaaiaaaaad +aaaacciaacaaoelaacaaoelaahaaaaacaaaacciaaaaaffiaceaaaaacacaachia +abaaoelaaeaaaaaeadaachiaacaaoelaaaaaffiaacaaoeiaalaaaaadadaaciia +acaakkiaadaaaakaaiaaaaadaaaacciaadaaoeiaadaaoeiaahaaaaacaaaaccia +aaaaffiaafaaaaadaaaacciaaaaaffiaadaakkiaalaaaaadacaaabiaaaaaffia +adaaaakaabaaaaacaaaaaciaadaaffkaafaaaaadaaaaaciaaaaaffiaacaaaaka +caaaaaadadaaabiaacaaaaiaaaaaffiaafaaaaadabaaaiiaabaappiaadaaaaia +afaaaaadaaaacoiaabaabliaaaaablkaabaaaaacabaaahiaaaaaoekaafaaaaad +abaaahiaabaaoeiaabaaoekaafaaaaadabaaahiaabaappiaabaaoeiaaeaaaaae +aaaaaoiaaaaaoeiaadaappiaabaabliaacaaaaadaaaaabiaaaaaaaiaaaaaaaia +afaaaaadaaaachiaaaaaaaiaaaaabliaabaaaaacaaaaciiaadaaaakaabaaaaac +aaaicpiaaaaaoeiappppaaaafdeieefcgaadaaaaeaaaaaaaniaaaaaafjaaaaae +egiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaa +abaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +abaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaa +aaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaaabaaaaaa +diaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.w, R1.w; +MOV R1.xyz, fragment.texcoord[1]; +MAD R1.xyz, R1.w, fragment.texcoord[2], R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[4].y; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R1.z; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R1.w, fragment.texcoord[1].z, c[4].x; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R1.w; +MUL R0.xyz, R0, c[0]; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, c[4].z; +MOV result.color.w, c[4].x; +END +# 21 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 24 ALU, 1 TEX +dcl_2d s0 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +texld r2, t0, s0 +dp3_pp r0.x, t2, t2 +mov_pp r1.xyz, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mul_pp r3.xyz, r2, c0 +max_pp r1.x, t1.z, c3 +mov_pp r2.xyz, c0 +mul r0.x, r0, r2.w +mul_pp r1.xyz, r3, r1.x +mul_pp r2.xyz, c1, r2 +mad r0.xyz, r2, r0.x, r1 +mul r0.xyz, r0, c3.z +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 96 // 52 used size, 8 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 21 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbgfbkoefmbhiookloleblpdpdnbmgiboabaaaaaajaadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefckaacaaaaeaaaaaaakiaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaah +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +adaaaaaaadaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r2.xyzz, c0 +ahaaaaaaabaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r1.x, v1.z, c3 +aaaaaaaaacaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r2.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r0.x, r0.x, r2.w +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +adaaaaaaacaaahacabaaaaoeabaaaaaaacaaaakeacaaaaaa mul r2.xyz, c1, r2.xyzz +adaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r2.xyzz, r0.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaakkabaaaaaa mul r0.xyz, r0.xyzz, c3.z +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 96 // 52 used size, 8 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 21 instructions, 2 temp regs, 0 temp arrays: +// ALU 16 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedcjcgpfegpcngclnokemnochnakdafioiabaaaaaagmafaaaaaeaaaaaa +daaaaaaaaiacaaaalaaeaaaadiafaaaaebgpgodjnaabaaaanaabaaaaaaacpppp +jmabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaabaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaaaaaaaaaed +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachla +bpaaaaacaaaaaaiaacaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaacpia +aaaaoelaaaaioekaaiaaaaadabaaciiaacaaoelaacaaoelaahaaaaacabaacbia +abaappiaabaaaaacacaaahiaacaaoelaaeaaaaaeabaachiaacaaoeiaabaaaaia +abaaoelaaiaaaaadabaacbiaabaaoeiaabaaoeiaahaaaaacabaacbiaabaaaaia +afaaaaadabaacbiaabaaaaiaabaakkiaalaaaaadacaaabiaabaaaaiaadaaaaka +abaaaaacabaaaciaadaaffkaafaaaaadabaaabiaabaaffiaacaaaakacaaaaaad +adaaaiiaacaaaaiaabaaaaiaafaaaaadaaaaaiiaaaaappiaadaappiaafaaaaad +aaaachiaaaaaoeiaaaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahia +abaaoeiaabaaoekaafaaaaadabaaahiaaaaappiaabaaoeiaalaaaaadaaaaciia +abaakklaadaaaakaaeaaaaaeaaaaahiaaaaaoeiaaaaappiaabaaoeiaacaaaaad +aaaachiaaaaaoeiaaaaaoeiaabaaaaacaaaaciiaadaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefckaacaaaaeaaaaaaakiaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +adaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaaaaaaaah +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 0.5, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +DP3 R0.z, fragment.texcoord[3], fragment.texcoord[3]; +RCP R0.x, fragment.texcoord[3].w; +MAD R0.xy, fragment.texcoord[3], R0.x, c[4].z; +DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.x, R1.x; +MOV result.color.w, c[4].x; +TEX R0.w, R0, texture[1], 2D; +TEX R1.w, R0.z, texture[2], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.x, R0.x; +MUL R0.xyz, R0.x, fragment.texcoord[1]; +MAD R1.xyz, R1.x, fragment.texcoord[2], R0; +DP3 R0.x, R1, R1; +RSQ R0.y, R0.x; +MOV R0.x, c[4].y; +MUL R0.y, R0, R1.z; +MUL R1.x, R0, c[2]; +MAX R0.x, R0.y, c[4]; +POW R0.x, R0.x, R1.x; +MUL R2.w, R0.x, R2; +MAX R1.x, R0.z, c[4]; +MUL R0.xyz, R2, c[0]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +SLT R2.x, c[4], fragment.texcoord[3].z; +MUL R0.w, R2.x, R0; +MUL R0.w, R0, R1; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4]; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 32 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"ps_2_0 +; 34 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c3, 0.00000000, 128.00000000, 1.00000000, 0.50000000 +def c4, 2.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3 +texld r3, t0, s0 +dp3 r1.x, t3, t3 +mov r1.xy, r1.x +rcp r0.x, t3.w +mad r0.xy, t3, r0.x, c3.w +mul_pp r3.xyz, r3, c0 +texld r0, r0, s1 +texld r2, r1, s2 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r1.x, r0, r0 +cmp r0.x, -t3.z, c3, c3.z +mul_pp r0.x, r0, r0.w +mul_pp r0.x, r0, r2 +rsq_pp r2.x, r1.x +mul_pp r0.z, r2.x, r0 +mov_pp r1.x, c2 +max_pp r2.x, r0.z, c3 +mul_pp r1.x, c3.y, r1 +pow r4.w, r2.x, r1.x +mov r1.x, r4.w +max_pp r2.x, r1.z, c3 +mul_pp r2.xyz, r3, r2.x +mov_pp r4.xyz, c0 +mul_pp r0.x, r0, c4 +mul r1.x, r1, r3.w +mul_pp r3.xyz, c1, r4 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedahkojoodaphcfdldpmpnfmhgplihcgflabaaaaaaeaafaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcdiaeaaaaeaaaaaaaaoabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa +aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaaeaaaaaapgbpbaaaaeaaaaaaaaaaaaakdcaabaaaabaaaaaaegaabaaa +abaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaaaaaaaaaaaaefaaaaajpcaabaaa +abaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaadbaaaaah +icaabaaaaaaaaaaaabeaaaaaaaaaaaaackbabaaaaeaaaaaaabaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpdiaaaaahicaabaaaaaaaaaaa +dkaabaaaabaaaaaadkaabaaaaaaaaaaabaaaaaahbcaabaaaabaaaaaaegbcbaaa +aeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaagaabaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaabaaaaaaapaaaaahicaabaaaaaaaaaaapgapbaaa +aaaaaaaaagaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +SetTexture 2 [_LightTextureB0] 2D +"agal_ps +c3 0.0 128.0 1.0 0.5 +c4 2.0 0.0 0.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +afaaaaaaabaaabacadaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v3.w +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaabaaadacadaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v3, r1.x +abaaaaaaabaaadacabaaaafeacaaaaaaadaaaappabaaaaaa add r1.xy, r1.xyyy, c3.w +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point> +ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz +akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x +adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z +bfaaaaaaacaaaiacadaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r2.w, v3.z +ckaaaaaaaaaaabacacaaaappacaaaaaaaeaaaaffabaaaaaa slt r0.x, r2.w, c4.y +adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3 +adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x +alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x +aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x +ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3 +adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x +aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaaeaaaaoeabaaaaaa mul r0.x, r0.x, c4 +adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w +adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTexture0] 2D 0 +SetTexture 2 [_LightTextureB0] 2D 1 +// 32 instructions, 3 temp regs, 0 temp arrays: +// ALU 24 float, 0 int, 1 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 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+aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa +aaaaaaakdcaabaaaabaaaaaaegaabaaaabaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaadbaaaaahicaabaaaaaaaaaaaabeaaaaaaaaaaaaa +ckbabaaaaeaaaaaaabaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaa +aaaaiadpdiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaaaaaaaaa +baaaaaahbcaabaaaabaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaagaabaaaabaaaaaaeghobaaaacaaaaaaaagabaaaabaaaaaa +apaaaaahicaabaaaaaaaaaaapgapbaaaaaaaaaaaagaabaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R2, fragment.texcoord[0], texture[0], 2D; +TEX R1.w, fragment.texcoord[3], texture[2], CUBE; +DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; +DP3 R1.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R1.x, R1.x; +MOV result.color.w, c[4].x; +TEX R0.w, R0.x, texture[1], 2D; +DP3 R0.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.x, R0.x; +MUL R0.xyz, R0.x, fragment.texcoord[1]; +MAD R1.xyz, R1.x, fragment.texcoord[2], R0; +DP3 R0.x, R1, R1; +RSQ R0.y, R0.x; +MOV R0.x, c[4].y; +MUL R0.w, R0, R1; +MUL R0.y, R0, R1.z; +MUL R1.x, R0, c[2]; +MAX R0.x, R0.y, c[4]; +POW R0.x, R0.x, R1.x; +MUL R2.w, R0.x, R2; +MAX R1.x, R0.z, c[4]; +MUL R0.xyz, R2, c[0]; +MUL R1.xyz, R0, R1.x; +MOV R0.xyz, c[1]; +MUL R0.xyz, R0, c[0]; +MUL R0.w, R0, c[4].z; +MAD R0.xyz, R0, R2.w, R1; +MUL result.color.xyz, R0, R0.w; +END +# 28 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"ps_2_0 +; 30 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_cube s2 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xyz +texld r3, t0, s0 +dp3 r0.x, t3, t3 +mov r0.xy, r0.x +mul_pp r3.xyz, r3, c0 +texld r2, r0, s1 +texld r0, t3, s2 +dp3_pp r0.x, t1, t1 +rsq_pp r1.x, r0.x +dp3_pp r0.x, t2, t2 +mul_pp r1.xyz, r1.x, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r1.x, r0, r0 +mul r0.x, r2, r0.w +rsq_pp r2.x, r1.x +mul_pp r0.z, r2.x, r0 +mov_pp r1.x, c2 +max_pp r2.x, r0.z, c3 +mul_pp r1.x, c3.y, r1 +pow r4.w, r2.x, r1.x +mov r1.x, r4.w +max_pp r2.x, r1.z, c3 +mul_pp r2.xyz, r3, r2.x +mov_pp r4.xyz, c0 +mul_pp r0.x, r0, c3.z +mul r1.x, r1, r3.w +mul_pp r3.xyz, c1, r4 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedfdcbpjmicnpinohfbjllbcbnmifpmncgabaaaaaakiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefckaadaaaaeaaaaaaaoiaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafidaaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaabaaaaaahccaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaahocaabaaa +aaaaaaaafgafbaaaaaaaaaaaagbjbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaa +egbcbaaaadaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaabaaaaaahbcaabaaa +aaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaa +aaaaaaaadeaaaaakjcaabaaaaaaaaaaaagambaaaaaaaaaaaaceaaaaaaaaaaaaa +aaaaaaaaaaaaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaed +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaacaaaaaadiaaaaahbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaa +abaaaaaaegiccaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaacaaaaaaegiccaaa +aaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaajhcaabaaaaaaaaaaaegacbaaa +abaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaabaaaaaahicaabaaaaaaaaaaa +egbcbaaaaeaaaaaaegbcbaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaapgapbaaa +aaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaa +egbcbaaaaeaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaaapaaaaahicaabaaa +aaaaaaaaagaabaaaabaaaaaapgapbaaaacaaaaaadiaaaaahhccabaaaaaaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTextureB0] 2D +SetTexture 2 [_LightTexture0] CUBE +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3 +aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x +adaaaaaaadaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r3.xyz, r3.xyzz, c0 +ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaaaaaapacadaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v3, s2 +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +adaaaaaaabaaahacabaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r1.xyz, r1.x, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaabaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r1.x, r0.xyzz, r0.xyzz +akaaaaaaacaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r2.x, r1.x +adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w +adaaaaaaaaaaaeacacaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r2.x, r0.z +aaaaaaaaabaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.x, c2 +ahaaaaaaacaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r0.z, c3 +adaaaaaaabaaabacadaaaaffabaaaaaaabaaaaaaacaaaaaa mul r1.x, c3.y, r1.x +alaaaaaaaeaaapacacaaaaaaacaaaaaaabaaaaaaacaaaaaa pow r4, r2.x, r1.x +aaaaaaaaabaaabacaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r4.x +ahaaaaaaacaaabacabaaaakkacaaaaaaadaaaaoeabaaaaaa max r2.x, r1.z, c3 +adaaaaaaacaaahacadaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r3.xyzz, r2.x +aaaaaaaaaeaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r4.xyz, c0 +adaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.x, c3.z +adaaaaaaabaaabacabaaaaaaacaaaaaaadaaaappacaaaaaa mul r1.x, r1.x, r3.w +adaaaaaaadaaahacabaaaaoeabaaaaaaaeaaaakeacaaaaaa mul r3.xyz, c1, r4.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 2 +SetTexture 1 [_LightTextureB0] 2D 1 +SetTexture 2 [_LightTexture0] CUBE 0 +// 27 instructions, 3 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedlplcmllkfpjahppiahmglbeagbhbiilpabaaaaaaamahaaaaaeaaaaaa +daaaaaaajaacaaaadiagaaaaniagaaaaebgpgodjfiacaaaafiacaaaaaaacpppp +baacaaaaeiaaaaaaacaadaaaaaaaeiaaaaaaeiaaadaaceaaaaaaeiaaacaaaaaa +abababaaaaacacaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaa +aaacppppfbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaac +aaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachla +bpaaaaacaaaaaaiaadaaahlabpaaaaacaaaaaajiaaaiapkabpaaaaacaaaaaaja +abaiapkabpaaaaacaaaaaajaacaiapkaecaaaaadaaaacpiaaaaaoelaacaioeka +ecaaaaadabaaapiaadaaoelaaaaioekaaiaaaaadabaacbiaacaaoelaacaaoela +ahaaaaacabaacbiaabaaaaiaceaaaaacacaachiaabaaoelaaeaaaaaeabaachia +acaaoelaabaaaaiaacaaoeiaalaaaaadadaaciiaacaakkiaadaaaakaaiaaaaad +abaacbiaabaaoeiaabaaoeiaahaaaaacabaacbiaabaaaaiaafaaaaadabaacbia +abaaaaiaabaakkiaalaaaaadacaaabiaabaaaaiaadaaaakaabaaaaacabaaacia +adaaffkaafaaaaadabaaabiaabaaffiaacaaaakacaaaaaadadaaabiaacaaaaia +abaaaaiaafaaaaadaaaaaiiaaaaappiaadaaaaiaafaaaaadaaaachiaaaaaoeia +aaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaaaaappiaabaaoeiaaeaaaaaeaaaaahiaaaaaoeiaadaappia +abaaoeiaaiaaaaadabaaadiaadaaoelaadaaoelaecaaaaadacaaapiaabaaoeia +abaioekaafaaaaadaaaaciiaabaappiaacaaaaiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaciiaadaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefckaadaaaaeaaaaaaaoiaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaafidaaaaeaahabaaaacaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaa +adaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaabaaaaaahccaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaahocaabaaaaaaaaaaafgafbaaaaaaaaaaaagbjbaaa +acaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaa +jgahbaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa +aaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaakjcaabaaaaaaaaaaa +agambaaaaaaaaaaaaceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaacpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaa +aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +acaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaa +diaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaa +diaaaaajhcaabaaaacaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaadiaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaabaaaaaahicaabaaaaaaaaaaaegbcbaaaaeaaaaaaegbcbaaaaeaaaaaa +efaaaaajpcaabaaaabaaaaaapgapbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaegbcbaaaaeaaaaaaeghobaaaacaaaaaa +aagabaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaagaabaaaabaaaaaapgapbaaa +acaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaa +dgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 23 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 0, 128, 2 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R1.w, fragment.texcoord[3], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R2.x, fragment.texcoord[2], fragment.texcoord[2]; +RSQ R2.x, R2.x; +MOV R1.xyz, fragment.texcoord[1]; +MAD R1.xyz, R2.x, fragment.texcoord[2], R1; +DP3 R1.x, R1, R1; +RSQ R1.y, R1.x; +MUL R1.y, R1, R1.z; +MOV R1.x, c[4].y; +MUL R1.z, R1.x, c[2].x; +MAX R1.x, R1.y, c[4]; +POW R1.x, R1.x, R1.z; +MUL R0.w, R1.x, R0; +MUL R1.xyz, R0, c[0]; +MAX R2.x, fragment.texcoord[1].z, c[4]; +MOV R0.xyz, c[1]; +MUL R1.xyz, R1, R2.x; +MUL R0.xyz, R0, c[0]; +MUL R1.w, R1, c[4].z; +MAD R0.xyz, R0, R0.w, R1; +MUL result.color.xyz, R0, R1.w; +MOV result.color.w, c[4].x; +END +# 23 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"ps_2_0 +; 25 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c3, 0.00000000, 128.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xyz +dcl t3.xy +texld r0, t3, s1 +texld r2, t0, s0 +mul_pp r4.xyz, r2, c0 +dp3_pp r0.x, t2, t2 +max_pp r2.x, t1.z, c3 +mov_pp r1.xyz, t1 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, r0.x, t2, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c2 +max_pp r1.x, r0.z, c3 +mul_pp r0.x, c3.y, r0 +pow r3.w, r1.x, r0.x +mov r0.x, r3.w +mov_pp r3.xyz, c0 +mul r1.x, r0, r2.w +mul_pp r0.x, r0.w, c3.z +mul_pp r2.xyz, r4, r2.x +mul_pp r3.xyz, c1, r3 +mad r1.xyz, r3, r1.x, r2 +mul r0.xyz, r1, r0.x +mov_pp r0.w, c3.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 23 instructions, 2 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlcchhkjnjejphelnjimdbeemlpaamincabaaaaaabaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcaiadaaaaeaaaaaaamcaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaadaaaaaaegbcbaaaadaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaaegbcbaaaadaaaaaa +agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaa +aaaaaaaaegacbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackaabaaaaaaaaaaadeaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaaakiacaaaaaaaaaaa +ahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaa +diaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaaabaaaaaadiaaaaai +ocaabaaaaaaaaaaaagajbaaaabaaaaaaagijcaaaaaaaaaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaaegiccaaaaaaaaaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +diaaaaahhcaabaaaabaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadeaaaaah +bcaabaaaaaaaaaaackbabaaaacaaaaaaabeaaaaaaaaaaaaadcaaaaajhcaabaaa +aaaaaaaajgahbaaaaaaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaaefaaaaaj +pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaaaaaaaaa +aaaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaah +hccabaaaaaaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_LightColor0] +Vector 1 [_SpecColor] +Float 2 [_Shininess] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightTexture0] 2D +"agal_ps +c3 0.0 128.0 2.0 0.0 +[bc] +ciaaaaaaaaaaapacadaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v3, s1 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +adaaaaaaaeaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r4.xyz, r2.xyzz, c0 +bcaaaaaaaaaaabacacaaaaoeaeaaaaaaacaaaaoeaeaaaaaa dp3 r0.x, v2, v2 +ahaaaaaaacaaabacabaaaakkaeaaaaaaadaaaaoeabaaaaaa max r2.x, v1.z, c3 +aaaaaaaaabaaahacabaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaaoeaeaaaaaa mul r0.xyz, r0.x, v2 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +bcaaaaaaaaaaabacaaaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 r0.x, r0.xyzz, r0.xyzz +akaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r0.x +adaaaaaaaaaaaeacabaaaaaaacaaaaaaaaaaaakkacaaaaaa mul r0.z, r1.x, r0.z +aaaaaaaaaaaaabacacaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.x, c2 +ahaaaaaaabaaabacaaaaaakkacaaaaaaadaaaaoeabaaaaaa max r1.x, r0.z, c3 +adaaaaaaaaaaabacadaaaaffabaaaaaaaaaaaaaaacaaaaaa mul r0.x, c3.y, r0.x +alaaaaaaadaaapacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa pow r3, r1.x, r0.x +aaaaaaaaaaaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r3.x +aaaaaaaaadaaahacaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r3.xyz, c0 +adaaaaaaabaaabacaaaaaaaaacaaaaaaacaaaappacaaaaaa mul r1.x, r0.x, r2.w +adaaaaaaaaaaabacaaaaaappacaaaaaaadaaaakkabaaaaaa mul r0.x, r0.w, c3.z +adaaaaaaacaaahacaeaaaakeacaaaaaaacaaaaaaacaaaaaa mul r2.xyz, r4.xyzz, r2.x +adaaaaaaadaaahacabaaaaoeabaaaaaaadaaaakeacaaaaaa mul r3.xyz, c1, r3.xyzz +adaaaaaaabaaahacadaaaakeacaaaaaaabaaaaaaacaaaaaa mul r1.xyz, r3.xyzz, r1.x +abaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa add r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaaaacaaaaaa mul r0.xyz, r1.xyzz, r0.x +aaaaaaaaaaaaaiacadaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c3.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 160 // 116 used size, 9 vars +Vector 16 [_LightColor0] 4 +Vector 32 [_SpecColor] 4 +Float 112 [_Shininess] +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_LightTexture0] 2D 0 +// 23 instructions, 2 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedcaphleehbbfbpjeledldedpbgenkjdkeabaaaaaadeagaaaaaeaaaaaa +daaaaaaafaacaaaagaafaaaaaaagaaaaebgpgodjbiacaaaabiacaaaaaaacpppp +neabaaaaeeaaaaaaacaacmaaaaaaeeaaaaaaeeaaacaaceaaaaaaeeaaabaaaaaa +aaababaaaaaaabaaacaaaaaaaaaaaaaaaaaaahaaabaaacaaaaaaaaaaaaacpppp +fbaaaaafadaaapkaaaaaaaaaaaaaaaedaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaachlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaabaaaaacaaaaadiaaaaablla +ecaaaaadabaacpiaaaaaoelaabaioekaecaaaaadaaaacpiaaaaaoeiaaaaioeka +aiaaaaadaaaacbiaacaaoelaacaaoelaahaaaaacaaaacbiaaaaaaaiaabaaaaac +acaaahiaacaaoelaaeaaaaaeaaaachiaacaaoeiaaaaaaaiaabaaoelaaiaaaaad +aaaacbiaaaaaoeiaaaaaoeiaahaaaaacaaaacbiaaaaaaaiaafaaaaadaaaacbia +aaaaaaiaaaaakkiaalaaaaadacaaabiaaaaaaaiaadaaaakaabaaaaacaaaaacia +adaaffkaafaaaaadaaaaabiaaaaaffiaacaaaakacaaaaaadadaaaiiaacaaaaia +aaaaaaiaafaaaaadabaaaiiaabaappiaadaappiaafaaaaadaaaachiaabaaoeia +aaaaoekaabaaaaacabaaahiaaaaaoekaafaaaaadabaaahiaabaaoeiaabaaoeka +afaaaaadabaaahiaabaappiaabaaoeiaalaaaaadabaaciiaabaakklaadaaaaka +aeaaaaaeaaaaahiaaaaaoeiaabaappiaabaaoeiaacaaaaadaaaaaiiaaaaappia +aaaappiaafaaaaadaaaachiaaaaappiaaaaaoeiaabaaaaacaaaaciiaadaaaaka +abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcaiadaaaaeaaaaaaamcaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaadaaaaaa +egbcbaaaadaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaaj +hcaabaaaaaaaaaaaegbcbaaaadaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaa +baaaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaaaaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackaabaaaaaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +abeaaaaaaaaaaaaacpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +ccaabaaaaaaaaaaaakiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadkaabaaaabaaaaaadiaaaaaiocaabaaaaaaaaaaaagajbaaaabaaaaaa +agijcaaaaaaaaaaaabaaaaaadiaaaaajhcaabaaaabaaaaaaegiccaaaaaaaaaaa +abaaaaaaegiccaaaaaaaaaaaacaaaaaadiaaaaahhcaabaaaabaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaadeaaaaahbcaabaaaaaaaaaaackbabaaaacaaaaaa +abeaaaaaaaaaaaaadcaaaaajhcaabaaaaaaaaaaajgahbaaaaaaaaaaaagaabaaa +aaaaaaaaegacbaaaabaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaadkaabaaaabaaaaaadiaaaaahhccabaaaaaaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +ejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl +epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 20 to 20 +// d3d9 - ALU: 21 to 21 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +"!!ARBvp1.0 +# 20 ALU +PARAM c[10] = { program.local[0], + state.matrix.mvp, + program.local[5..9] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[0].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +"vs_2_0 +; 21 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT0.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT2.xyz, r0, c8.w +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjocloobkcnbfmoalkdicjglokcphnmlaabaaaaaacmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +kiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaaaaaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadhccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadgaaaaagbcaabaaaabaaaaaa +akiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaaakiacaaaaaaaaaaa +anaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaaaaaaaaaaaoaaaaaabaaaaaah +ccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaabaaaaaaegacbaaa +acaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaabkiacaaa +aaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaabkiacaaaaaaaaaaaanaaaaaa +dgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaackiacaaaaaaaaaaa +amaaaaaadgaaaaagccaabaaaabaaaaaackiacaaaaaaaaaaaanaaaaaadgaaaaag +ecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform mediump float _Shininess; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = _Shininess; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedikhgclmafnmgiklkmfmegabbpifbhlpcabaaaaaaiiahaaaaaeaaaaaa +daaaaaaaiiacaaaadiagaaaaaaahaaaaebgpgodjfaacaaaafaacaaaaaaacpopp +aeacaaaaemaaaaaaadaaceaaaaaaeiaaaaaaeiaaaaaaceaaabaaeiaaaaaaaaaa +aeaaabaaaaaaaaaaaaaaamaaadaaafaaaaaaaaaaaaaabeaaabaaaiaaaaaaaaaa +aaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapja +bpaaaaacafaaaciaacaaapjaabaaaaacaaaaahiaabaaoejaafaaaaadabaaahia +aaaamjiaacaancjaaeaaaaaeaaaaahiaacaamjjaaaaanciaabaaoeibafaaaaad +aaaaahiaaaaaoeiaabaappjaabaaaaacabaaabiaafaaaakaabaaaaacabaaacia 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+hccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +aaaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +aaaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaaaaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +dgaaaaagbcaabaaaabaaaaaaakiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaa +abaaaaaaakiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaa +aaaaaaaaaoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaahecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai +hccabaaaabaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaag +bcaabaaaabaaaaaabkiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaa +bkiacaaaaaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaa +aoaaaaaabaaaaaahccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbcaabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +ecaabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaa +abaaaaaackiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaackiacaaa +aaaaaaaaanaaaaaadgaaaaagecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapaaaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +#line 415 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 419 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + #line 423 + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec3 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 415 +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 426 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 428 + Input surfIN; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 432 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 436 + lowp vec3 worldN; + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + #line 440 + o.Normal = worldN; + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + #line 444 + return res; +} +in highp vec3 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 5 to 5, TEX: 0 to 0 +// d3d9 - ALU: 6 to 6 +// d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Float 0 [_Shininess] +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 5 ALU, 0 TEX +PARAM c[2] = { program.local[0], + { 0.5 } }; +TEMP R0; +MOV R0.z, fragment.texcoord[2]; +MOV R0.x, fragment.texcoord[0].z; +MOV R0.y, fragment.texcoord[1].z; +MAD result.color.xyz, R0, c[1].x, c[1].x; +MOV result.color.w, c[0].x; +END +# 5 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Float 0 [_Shininess] +"ps_2_0 +; 6 ALU +def c1, 0.50000000, 0, 0, 0 +dcl t0.xyz +dcl t1.xyz +dcl t2.xyz +mov_pp r0.z, t2 +mov_pp r0.x, t0.z +mov_pp r0.y, t1.z +mad_pp r0.xyz, r0, c1.x, c1.x +mov_pp r0.w, c0.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +ConstBuffer "$Globals" 80 // 52 used size, 7 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedpiobmejhbbnccmpkimokndkmjifneodbabaaaaaaneabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaa +aaaaaaaaaeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa +gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa +ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap +hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp +aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +ConstBuffer "$Globals" 80 // 52 used size, 7 vars +Float 48 [_Shininess] +BindCB "$Globals" 0 +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpjndoakbdfamihecnhbnlfkchkgkhbjaabaaaaaakmacaaaaaeaaaaaa +daaaaaaaaeabaaaapaabaaaahiacaaaaebgpgodjmmaaaaaammaaaaaaaaacpppp +jmaaaaaadaaaaaaaabaaceaaaaaadaaaaaaadaaaaaaaceaaaaaadaaaaaaaadaa +abaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaadpaaaaaaaaaaaaaaaa +aaaaaaaabpaaaaacaaaaaaiaaaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaac +aaaaaaiaacaaahlaafaaaaadaaaacbiaaaaakklaabaaaakaafaaaaadaaaaccia +abaakklaabaaaakaafaaaaadaaaaceiaacaakklaabaaaakaacaaaaadaaaachia +aaaaoeiaabaaaakaabaaaaacaaaaciiaaaaaaakaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefcoeaaaaaaeaaaaaaadjaaaaaafjaaaaaeegiocaaaaaaaaaaa +aeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaad +ecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaaf +bcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaa +acaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaa +aaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaa +aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaagiccabaaaaaaaaaaa +akiacaaaaaaaaaaaadaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 6 +// opengl - ALU: 24 to 41 +// d3d9 - ALU: 25 to 42 +// d3d11 - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 11 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcjiafaaaaeaaaabaa +ggabaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + lowp float spec_20; + mediump float tmpvar_21; + tmpvar_21 = (tmpvar_17.w * tmpvar_6); + spec_20 = tmpvar_21; + mediump vec3 tmpvar_22; + tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20)); + c_19.xyz = tmpvar_22; + c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w)); + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + lowp float spec_20; + mediump float tmpvar_21; + tmpvar_21 = (tmpvar_17.w * tmpvar_6); + spec_20 = tmpvar_21; + mediump vec3 tmpvar_22; + tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20)); + c_19.xyz = tmpvar_22; + c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w)); + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// 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_glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 424 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 436 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 440 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 444 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + #line 448 + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedpimipbohlehndbhekigklgenllffpineabaaaaaaeaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa 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+akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaiaebaaaaaaacaaaaaabjaaaaaa +diaaaaaihccabaaaaeaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaa +diaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaa +dcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaagaaaaaa +ckbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa +adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_12.xyz; + tmpvar_7 = tmpvar_16; + tmpvar_8 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_12.w; + tmpvar_9 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_20.w; + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + lowp float spec_25; + mediump float tmpvar_26; + tmpvar_26 = (tmpvar_20.w * tmpvar_9); + spec_25 = tmpvar_26; + mediump vec3 tmpvar_27; + tmpvar_27 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_25)); + c_24.xyz = tmpvar_27; + c_24.w = (tmpvar_10 + (spec_25 * _SpecColor.w)); + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_12.xyz; + tmpvar_7 = tmpvar_16; + tmpvar_8 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_12.w; + tmpvar_9 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_20.w; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + lowp float spec_27; + mediump float tmpvar_28; + tmpvar_28 = (tmpvar_20.w * tmpvar_9); + spec_27 = tmpvar_28; + mediump vec3 tmpvar_29; + tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27)); + c_26.xyz = tmpvar_29; + c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w)); + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednfdcpokkohlbajggapndgckofjkopnfiabaaaaaakiakaaaaaeaaaaaa +daaaaaaajeadaaaaciajaaaapaajaaaaebgpgodjfmadaaaafmadaaaaaaacpopp +piacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaabjaaabaaafaaaaaaaaaa +adaaaaaaaiaaagaaaaaaaaaaadaaamaaajaaaoaaaaaaaaaaaaaaaaaaaaacpopp +fbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaaaaaaaaaabpaaaaacafaaaaia +aaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaac 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m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 429 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 441 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 445 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 449 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 453 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 457 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 461 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa 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+dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + highp float nh_20; + mat3 tmpvar_21; + tmpvar_21[0].x = 0.816497; + tmpvar_21[0].y = -0.408248; + tmpvar_21[0].z = -0.408248; + tmpvar_21[1].x = 0.0; + tmpvar_21[1].y = 0.707107; + tmpvar_21[1].z = -0.707107; + tmpvar_21[2].x = 0.57735; + tmpvar_21[2].y = 0.57735; + tmpvar_21[2].z = 0.57735; + mediump vec3 scalePerBasisVector_22; + mediump vec3 lm_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_23 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_22 = tmpvar_25; + lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22)); + vec3 v_26; + v_26.x = tmpvar_21[0].x; + v_26.y = tmpvar_21[1].x; + v_26.z = tmpvar_21[2].x; + vec3 v_27; + v_27.x = tmpvar_21[0].y; + v_27.y = tmpvar_21[1].y; + v_27.z = tmpvar_21[2].y; + vec3 v_28; + v_28.x = tmpvar_21[0].z; + v_28.y = tmpvar_21[1].z; + v_28.z = tmpvar_21[2].z; + mediump float tmpvar_29; + tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_19)).z); + nh_20 = tmpvar_29; + mediump float arg1_30; + arg1_30 = (_Shininess * 128.0); + highp vec4 tmpvar_31; + tmpvar_31.xyz = lm_23; + tmpvar_31.w = pow (nh_20, arg1_30); + tmpvar_18 = tmpvar_31; + mediump vec4 tmpvar_32; + tmpvar_32 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_18); + light_3 = tmpvar_32; + lowp vec4 c_33; + lowp float spec_34; + mediump float tmpvar_35; + tmpvar_35 = (tmpvar_32.w * tmpvar_6); + spec_34 = tmpvar_35; + mediump vec3 tmpvar_36; + tmpvar_36 = ((tmpvar_4 * tmpvar_32.xyz) + ((tmpvar_32.xyz * _SpecColor.xyz) * spec_34)); + c_33.xyz = tmpvar_36; + c_33.w = (tmpvar_7 + (spec_34 * _SpecColor.w)); + c_2 = c_33; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_20; + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_19; + highp float nh_22; + mat3 tmpvar_23; + tmpvar_23[0].x = 0.816497; + tmpvar_23[0].y = -0.408248; + tmpvar_23[0].z = -0.408248; + tmpvar_23[1].x = 0.0; + tmpvar_23[1].y = 0.707107; + tmpvar_23[1].z = -0.707107; + tmpvar_23[2].x = 0.57735; + tmpvar_23[2].y = 0.57735; + tmpvar_23[2].z = 0.57735; + mediump vec3 scalePerBasisVector_24; + mediump vec3 lm_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + lm_25 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + scalePerBasisVector_24 = tmpvar_27; + lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24)); + vec3 v_28; + v_28.x = tmpvar_23[0].x; + v_28.y = tmpvar_23[1].x; + v_28.z = tmpvar_23[2].x; + vec3 v_29; + v_29.x = tmpvar_23[0].y; + v_29.y = tmpvar_23[1].y; + v_29.z = tmpvar_23[2].y; + vec3 v_30; + v_30.x = tmpvar_23[0].z; + v_30.y = tmpvar_23[1].z; + v_30.z = tmpvar_23[2].z; + mediump float tmpvar_31; + tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_21)).z); + nh_22 = tmpvar_31; + mediump float arg1_32; + arg1_32 = (_Shininess * 128.0); + highp vec4 tmpvar_33; + tmpvar_33.xyz = lm_25; + tmpvar_33.w = pow (nh_22, arg1_32); + tmpvar_20 = tmpvar_33; + mediump vec4 tmpvar_34; + tmpvar_34 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_20); + light_3 = tmpvar_34; + lowp vec4 c_35; + lowp float spec_36; + mediump float tmpvar_37; + tmpvar_37 = (tmpvar_34.w * tmpvar_6); + spec_36 = tmpvar_37; + mediump vec3 tmpvar_38; + tmpvar_38 = ((tmpvar_4 * tmpvar_34.xyz) + ((tmpvar_34.xyz * _SpecColor.xyz) * spec_36)); + c_35.xyz = tmpvar_38; + c_35.w = (tmpvar_7 + (spec_36 * _SpecColor.w)); + c_2 = c_35; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac 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+#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 424 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 437 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 441 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 445 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + light = (-log2(light)); + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + #line 453 + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + light += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + #line 457 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddplaggdnmccodjpkfjkmchnajmkjbkidabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcjiafaaaaeaaaabaa +ggabaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + lowp float spec_20; + mediump float tmpvar_21; + tmpvar_21 = (tmpvar_17.w * tmpvar_6); + spec_20 = tmpvar_21; + mediump vec3 tmpvar_22; + tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20)); + c_19.xyz = tmpvar_22; + c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w)); + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + mediump vec4 tmpvar_17; + tmpvar_17 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_17.w; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_17.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_18; + lowp vec4 c_19; + lowp float spec_20; + mediump float tmpvar_21; + tmpvar_21 = (tmpvar_17.w * tmpvar_6); + spec_20 = tmpvar_21; + mediump vec3 tmpvar_22; + tmpvar_22 = ((tmpvar_4 * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_20)); + c_19.xyz = tmpvar_22; + c_19.w = (tmpvar_7 + (spec_20 * _SpecColor.w)); + c_2 = c_19; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 96 used size, 9 vars +Vector 80 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedobpmbccjbhppilnmjnmjjjnfljceendeabaaaaaalaakaaaaaeaaaaaa +daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +aaadaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaafaa 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vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 417 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 420 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 424 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 432 +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 432 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 436 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 440 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 444 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + #line 448 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 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+egiocaaaacaaaaaabkaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaagfaaaaadpccabaaa +aeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa +abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaa +agaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaa +afaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaiaebaaaaaaacaaaaaabjaaaaaa +diaaaaaihccabaaaaeaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaa +diaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaa +dcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaagaaaaaa +ckbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa +adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_12.xyz; + tmpvar_7 = tmpvar_16; + tmpvar_8 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_12.w; + tmpvar_9 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_20.w; + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_24; + lowp float spec_25; + mediump float tmpvar_26; + tmpvar_26 = (tmpvar_20.w * tmpvar_9); + spec_25 = tmpvar_26; + mediump vec3 tmpvar_27; + tmpvar_27 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_25)); + c_24.xyz = tmpvar_27; + c_24.w = (tmpvar_10 + (spec_25 * _SpecColor.w)); + c_2 = c_24; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + lowp float tmpvar_10; + mediump float rim_11; + highp vec4 color_12; + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (_MainTex, xlv_TEXCOORD0); + color_12 = tmpvar_13; + highp float tmpvar_14; + tmpvar_14 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_11 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = ((_RimColor.xyz * pow (rim_11, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_16; + tmpvar_16 = color_12.xyz; + tmpvar_7 = tmpvar_16; + tmpvar_8 = tmpvar_15; + highp float tmpvar_17; + tmpvar_17 = color_12.w; + tmpvar_9 = tmpvar_17; + highp vec3 tmpvar_18; + tmpvar_18 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_18; + tmpvar_10 = _Opacity; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_19; + mediump vec4 tmpvar_20; + tmpvar_20 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_20.w; + lowp vec4 tmpvar_21; + tmpvar_21 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_22; + tmpvar_22 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_23; + tmpvar_23 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_23; + lowp vec3 tmpvar_24; + tmpvar_24 = ((8.0 * tmpvar_21.w) * tmpvar_21.xyz); + lmFull_4 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = ((8.0 * tmpvar_22.w) * tmpvar_22.xyz); + lmIndirect_3 = tmpvar_25; + light_6.xyz = (tmpvar_20.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + lowp vec4 c_26; + lowp float spec_27; + mediump float tmpvar_28; + tmpvar_28 = (tmpvar_20.w * tmpvar_9); + spec_27 = tmpvar_28; + mediump vec3 tmpvar_29; + tmpvar_29 = ((tmpvar_7 * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_27)); + c_26.xyz = tmpvar_29; + c_26.w = (tmpvar_10 + (spec_27 * _SpecColor.w)); + c_2 = c_26; + c_2.xyz = (c_2.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB 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"DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 419 +v2f_surf vert_surf( in appdata_full v ) { + #line 421 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 425 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 429 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 417 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 433 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 437 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 438 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 441 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 445 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 449 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 453 + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + #line 457 + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + #line 461 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 9 [_WorldSpaceCameraPos] +Vector 10 [_ProjectionParams] +Matrix 5 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[14] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..13] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[9]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[7]; +DP4 R2.x, R1, c[5]; +DP4 R2.y, R1, c[6]; +MAD R2.xyz, R2, c[11].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[10].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[13], c[13].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[12], c[12].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceCameraPos] +Vector 9 [_ProjectionParams] +Vector 10 [_ScreenParams] +Matrix 4 [_World2Object] +Vector 11 [unity_Scale] +Vector 12 [unity_LightmapST] +Vector 13 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c14, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c8 +mov r1.w, c14.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c6 +dp4 r2.x, r1, c4 +dp4 r2.y, r1, c5 +mad r2.xyz, r2, c11.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c14.y +mul r1.y, r1, c9.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c10.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c13, c13.zwzw +mad oT3.xy, v4, c12, c12.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmhccgamgdklhbgekkifhlgmbnoagobjnabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +agaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaafaaaaaakgiocaaaaaaaaaaaafaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + highp vec3 tmpvar_17; + tmpvar_17 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_18; + mediump vec3 viewDir_19; + viewDir_19 = tmpvar_17; + highp float nh_20; + mat3 tmpvar_21; + tmpvar_21[0].x = 0.816497; + tmpvar_21[0].y = -0.408248; + tmpvar_21[0].z = -0.408248; + tmpvar_21[1].x = 0.0; + tmpvar_21[1].y = 0.707107; + tmpvar_21[1].z = -0.707107; + tmpvar_21[2].x = 0.57735; + tmpvar_21[2].y = 0.57735; + tmpvar_21[2].z = 0.57735; + mediump vec3 scalePerBasisVector_22; + mediump vec3 lm_23; + lowp vec3 tmpvar_24; + tmpvar_24 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lm_23 = tmpvar_24; + lowp vec3 tmpvar_25; + tmpvar_25 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + scalePerBasisVector_22 = tmpvar_25; + lm_23 = (lm_23 * dot (clamp ((tmpvar_21 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_22)); + vec3 v_26; + v_26.x = tmpvar_21[0].x; + v_26.y = tmpvar_21[1].x; + v_26.z = tmpvar_21[2].x; + vec3 v_27; + v_27.x = tmpvar_21[0].y; + v_27.y = tmpvar_21[1].y; + v_27.z = tmpvar_21[2].y; + vec3 v_28; + v_28.x = tmpvar_21[0].z; + v_28.y = tmpvar_21[1].z; + v_28.z = tmpvar_21[2].z; + mediump float tmpvar_29; + tmpvar_29 = max (0.0, normalize((normalize((((scalePerBasisVector_22.x * v_26) + (scalePerBasisVector_22.y * v_27)) + (scalePerBasisVector_22.z * v_28))) + viewDir_19)).z); + nh_20 = tmpvar_29; + mediump float arg1_30; + arg1_30 = (_Shininess * 128.0); + highp vec4 tmpvar_31; + tmpvar_31.xyz = lm_23; + tmpvar_31.w = pow (nh_20, arg1_30); + tmpvar_18 = tmpvar_31; + mediump vec4 tmpvar_32; + tmpvar_32 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_18); + light_3 = tmpvar_32; + lowp vec4 c_33; + lowp float spec_34; + mediump float tmpvar_35; + tmpvar_35 = (tmpvar_32.w * tmpvar_6); + spec_34 = tmpvar_35; + mediump vec3 tmpvar_36; + tmpvar_36 = ((tmpvar_4 * tmpvar_32.xyz) + ((tmpvar_32.xyz * _SpecColor.xyz) * spec_34)); + c_33.xyz = tmpvar_36; + c_33.w = (tmpvar_7 + (spec_34 * _SpecColor.w)); + c_2 = c_33; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_4; + highp vec4 tmpvar_5; + tmpvar_5 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_6; + tmpvar_6.x = tmpvar_5.x; + tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x); + o_4.xy = (tmpvar_6 + tmpvar_5.w); + o_4.zw = tmpvar_3.zw; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec4 tmpvar_10; + tmpvar_10.w = 1.0; + tmpvar_10.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_4; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform sampler2D _MainTex; +uniform mediump float _Shininess; +uniform lowp vec4 _SpecColor; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + lowp float tmpvar_7; + mediump float rim_8; + highp vec4 color_9; + lowp vec4 tmpvar_10; + tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0); + color_9 = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_8 = tmpvar_11; + highp vec3 tmpvar_12; + tmpvar_12 = ((_RimColor.xyz * pow (rim_8, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_13; + tmpvar_13 = color_9.xyz; + tmpvar_4 = tmpvar_13; + tmpvar_5 = tmpvar_12; + highp float tmpvar_14; + tmpvar_14 = color_9.w; + tmpvar_6 = tmpvar_14; + highp vec3 tmpvar_15; + tmpvar_15 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_15; + tmpvar_7 = _Opacity; + lowp vec4 tmpvar_16; + tmpvar_16 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_16; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_18; + tmpvar_18 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp vec3 tmpvar_19; + tmpvar_19 = normalize(xlv_TEXCOORD1); + mediump vec4 tmpvar_20; + mediump vec3 viewDir_21; + viewDir_21 = tmpvar_19; + highp float nh_22; + mat3 tmpvar_23; + tmpvar_23[0].x = 0.816497; + tmpvar_23[0].y = -0.408248; + tmpvar_23[0].z = -0.408248; + tmpvar_23[1].x = 0.0; + tmpvar_23[1].y = 0.707107; + tmpvar_23[1].z = -0.707107; + tmpvar_23[2].x = 0.57735; + tmpvar_23[2].y = 0.57735; + tmpvar_23[2].z = 0.57735; + mediump vec3 scalePerBasisVector_24; + mediump vec3 lm_25; + lowp vec3 tmpvar_26; + tmpvar_26 = ((8.0 * tmpvar_17.w) * tmpvar_17.xyz); + lm_25 = tmpvar_26; + lowp vec3 tmpvar_27; + tmpvar_27 = ((8.0 * tmpvar_18.w) * tmpvar_18.xyz); + scalePerBasisVector_24 = tmpvar_27; + lm_25 = (lm_25 * dot (clamp ((tmpvar_23 * vec3(0.0, 0.0, 1.0)), 0.0, 1.0), scalePerBasisVector_24)); + vec3 v_28; + v_28.x = tmpvar_23[0].x; + v_28.y = tmpvar_23[1].x; + v_28.z = tmpvar_23[2].x; + vec3 v_29; + v_29.x = tmpvar_23[0].y; + v_29.y = tmpvar_23[1].y; + v_29.z = tmpvar_23[2].y; + vec3 v_30; + v_30.x = tmpvar_23[0].z; + v_30.y = tmpvar_23[1].z; + v_30.z = tmpvar_23[2].z; + mediump float tmpvar_31; + tmpvar_31 = max (0.0, normalize((normalize((((scalePerBasisVector_24.x * v_28) + (scalePerBasisVector_24.y * v_29)) + (scalePerBasisVector_24.z * v_30))) + viewDir_21)).z); + nh_22 = tmpvar_31; + mediump float arg1_32; + arg1_32 = (_Shininess * 128.0); + highp vec4 tmpvar_33; + tmpvar_33.xyz = lm_25; + tmpvar_33.w = pow (nh_22, arg1_32); + tmpvar_20 = tmpvar_33; + mediump vec4 tmpvar_34; + tmpvar_34 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_20); + light_3 = tmpvar_34; + lowp vec4 c_35; + lowp float spec_36; + mediump float tmpvar_37; + tmpvar_37 = (tmpvar_34.w * tmpvar_6); + spec_36 = tmpvar_37; + mediump vec3 tmpvar_38; + tmpvar_38 = ((tmpvar_4 * tmpvar_34.xyz) + ((tmpvar_34.xyz * _SpecColor.xyz) * spec_36)); + c_35.xyz = tmpvar_38; + c_35.w = (tmpvar_7 + (spec_36 * _SpecColor.w)); + c_2 = c_35; + c_2.xyz = (c_2.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 144 // 112 used size, 11 vars +Vector 80 [unity_LightmapST] 4 +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedpnnkhjilbgdeknienikpdajpmopeohaoabaaaaaammahaaaaaeaaaaaa +daaaaaaakeacaaaageagaaaacmahaaaaebgpgodjgmacaaaagmacaaaaaaacpopp +beacaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaafaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaaaaaaaeaaafaaaaaaaaaa +acaabaaaafaaajaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafaoaaapkaaaaaaadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia +abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac +afaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoejaacaaoekaacaaookaafaaaaad +aaaaapiaaaaaffjaagaaoekaaeaaaaaeaaaaapiaafaaoekaaaaaaajaaaaaoeia +aeaaaaaeaaaaapiaahaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka +aaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffiaaeaaaakaafaaaaadabaaaiia +abaaaaiaaoaaaakaafaaaaadabaaafiaaaaapeiaaoaaaakaacaaaaadacaaadoa 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+} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 418 +v2f_surf vert_surf( in appdata_full v ) { + #line 420 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 424 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 428 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 387 +struct Input { + highp vec2 uv_MainTex; + highp vec3 viewDir; +}; +#line 407 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform mediump float _Shininess; +uniform sampler2D _MainTex; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 393 +#line 416 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +#line 432 +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 316 +mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) { + mediump vec3 lm = DecodeLightmap( color); + scalePerBasisVector = DecodeLightmap( scale); + #line 320 + if (surfFuncWritesNormal){ + mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal)); + lm *= dot( normalInRnmBasis, scalePerBasisVector); + } + #line 325 + return lm; +} +#line 370 +mediump vec4 LightingBlinnPhong_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 viewDir, in bool surfFuncWritesNormal, out mediump vec3 specColor ) { + #line 372 + highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735))); + mediump vec3 scalePerBasisVector; + mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + mediump vec3 lightDir = normalize((((scalePerBasisVector.x * xll_matrixindex_mf3x3_i (unity_DirBasis, 0)) + (scalePerBasisVector.y * xll_matrixindex_mf3x3_i (unity_DirBasis, 1))) + (scalePerBasisVector.z * xll_matrixindex_mf3x3_i (unity_DirBasis, 2)))); + #line 376 + mediump vec3 h = normalize((lightDir + viewDir)); + highp float nh = max( 0.0, dot( s.Normal, h)); + highp float spec = pow( nh, (s.Specular * 128.0)); + specColor = (((lm * _SpecColor.xyz) * s.Gloss) * spec); + #line 380 + return vec4( lm, spec); +} +#line 362 +lowp vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 364 + lowp float spec = (light.w * s.Gloss); + lowp vec4 c; + c.xyz = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec)); + c.w = (s.Alpha + (spec * _SpecColor.w)); + #line 368 + return c; +} +#line 393 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 397 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = color.xyz; + o.Emission = emission; + #line 401 + o.Gloss = color.w; + o.Specular = _Shininess; + o.Normal = normal; + o.Emission *= _Opacity; + #line 405 + o.Alpha = _Opacity; +} +#line 435 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 437 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 441 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 445 + o.Gloss = 0.0; + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + #line 449 + mediump vec3 specColor; + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy); + mediump vec4 lm = LightingBlinnPhong_DirLightmap( o, lmtex, lmIndTex, normalize(IN.viewDir), true, specColor); + #line 453 + light += lm; + mediump vec4 c = LightingBlinnPhong_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 6 +// opengl - ALU: 17 to 45, TEX: 2 to 4 +// d3d9 - ALU: 18 to 48, TEX: 2 to 4 +// d3d11 - ALU: 14 to 31, TEX: 2 to 4, FLOW: 1 to 1 +// d3d11_9x - ALU: 14 to 31, TEX: 2 to 4, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R1, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.w, R2.x; +LG2 R1.w, R1.w; +MUL_SAT R2.w, R2, fragment.texcoord[1].z; +MUL R0.w, R0, -R1; +ADD R2.w, -R2, c[4].x; +POW R1.w, R2.w, c[2].x; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +ADD R1.xyz, -R1, fragment.texcoord[3]; +MUL R2.xyz, R1, c[0]; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +MUL R3.xyz, R1.w, c[3]; +MUL R2.xyz, R3, c[3].w; +MOV R1.x, c[1]; +MAD result.color.xyz, R2, c[1].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 21 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 23 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texldp r0, t2, s1 +texld r2, t0, s0 +log_pp r0.x, r0.x +log_pp r0.z, r0.z +log_pp r0.y, r0.y +add_pp r4.xyz, -r0, t3 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r1.x, -r0.z, c4 +log_pp r0.x, r0.w +pow_pp r3.x, r1.x, c2.x +mul_pp r0.x, r2.w, -r0 +mul_pp r5.xyz, r4, c0 +mul_pp r1.xyz, r5, r0.x +mad_pp r4.xyz, r2, r4, r1 +mov_pp r2.x, r3.x +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.x, c3 +mul r0.xyz, r2, c3.w +mad_pp r0.xyz, r0, c1.x, r4 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 21 instructions, 4 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedagggamedplajdfcbcopijonkdhllphndabaaaaaaaaaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcpiacaaaaeaaaaaaaloaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafpcaabaaaabaaaaaaegaobaaa +abaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaaegbcbaaa +aeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaabaaaaaa +dkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa +acaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaa +acaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaa +adaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 21 instructions, 4 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedoamgoombeenkibdmnmobecjklkjpkaodabaaaaaabiagaaaaaeaaaaaa +daaaaaaaeeacaaaaeeafaaaaoeafaaaaebgpgodjamacaaaaamacaaaaaaacpppp +neabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakkla 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+baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaabaaaaaa +egbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaa +abaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafpcaabaaaabaaaaaa +egaobaaaabaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +egbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaa +aaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaa +abaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +doaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaa +adaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa +adadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 32 ALU, 4 TEX +PARAM c[6] = { program.local[0..4], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R0, fragment.texcoord[2], texture[1], 2D; +TEX R2, fragment.texcoord[3], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[0], texture[0], 2D; +MUL R2.xyz, R2.w, R2; +MUL R1.xyz, R1.w, R1; +MUL R1.xyz, R1, c[5].x; +DP4 R2.w, fragment.texcoord[4], fragment.texcoord[4]; +RSQ R1.w, R2.w; +RCP R1.w, R1.w; +LG2 R0.w, R0.w; +MAD R2.xyz, R2, c[5].x, -R1; +MAD_SAT R1.w, R1, c[4].z, c[4]; +MAD R1.xyz, R1.w, R2, R1; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[5].y; +POW R1.w, R1.w, c[2].x; +MUL R2.xyz, R1.w, c[3]; +MUL R0.w, R3, -R0; +LG2 R0.x, R0.x; +LG2 R0.y, R0.y; +LG2 R0.z, R0.z; +ADD R0.xyz, -R0, R1; +MUL R1.xyz, R0, c[0]; +MUL R1.xyz, R1, R0.w; +MAD R0.xyz, R3, R0, R1; +MUL R2.xyz, R2, c[3].w; +MOV R1.x, c[1]; +MAD result.color.xyz, R2, c[1].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 32 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 32 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r1, t2, s1 +texld r3, t3, s2 +texld r0, t3, s3 +mul_pp r4.xyz, r0.w, r0 +dp4 r0.x, t4, t4 +rsq r0.x, r0.x +rcp r0.x, r0.x +mul_pp r4.xyz, r4, c5.y +mul_pp r3.xyz, r3.w, r3 +mad_pp r3.xyz, r3, c5.y, -r4 +mad_sat r0.x, r0, c4.z, c4.w +mad_pp r0.xyz, r0.x, r3, r4 +log_pp r1.x, r1.x +log_pp r1.y, r1.y +log_pp r1.z, r1.z +add_pp r4.xyz, -r1, r0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r1.x, -r0.z, c5 +pow_pp r3.x, r1.x, c2.x +log_pp r0.x, r1.w +mul_pp r0.x, r2.w, -r0 +mul_pp r5.xyz, r4, c0 +mul_pp r1.xyz, r5, r0.x +mad_pp r4.xyz, r2, r4, r1 +mov_pp r2.x, r3.x +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.x, c3 +mul r0.xyz, r2, c3.w +mad_pp r0.xyz, r0, c1.x, r4 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 128 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedidfggcgfajjlgfdceppodldghkmpkkifabaaaaaakaafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefciaaeaaaa +eaaaaaaacaabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaaeaaaaaa +egbobaaaaeaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaal +icaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaadkiacaaa +aaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa +egacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaacpaaaaafpcaabaaaacaaaaaaegaobaaa +acaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaiaebaaaaaa +acaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +acaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaacaaaaaa +dkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa +acaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaa +acaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaa +adaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaa +egacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 128 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 31 instructions, 4 temp regs, 0 temp arrays: +// ALU 20 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhnhpminioijepddmjafohndpeljihgcpabaaaaaakeaiaaaaaeaaaaaa +daaaaaaadaadaaaaliahaaaahaaiaaaaebgpgodjpiacaaaapiacaaaaaaacpppp +kmacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaaaahaaabaaadaa +aaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +ajaaaaadaaaaaiiaadaaoelaadaaoelaahaaaaacaaaaabiaaaaappiaagaaaaac +aaaaabiaaaaaaaiaaeaaaaaeaaaadbiaaaaaaaiaadaakkkaadaappkaabaaaaac +abaaadiaaaaabllaagaaaaacaaaaaciaacaapplaafaaaaadacaaadiaaaaaffia +acaaoelaecaaaaadadaacpiaabaaoeiaadaioekaecaaaaadabaacpiaabaaoeia +acaioekaecaaaaadacaacpiaacaaoeiaabaioekaecaaaaadaeaacpiaaaaaoela +aaaioekaafaaaaadadaaciiaadaappiaaeaaffkaafaaaaadaaaacoiaadaablia +adaappiaafaaaaadabaaciiaabaappiaaeaaffkaaeaaaaaeabaachiaabaappia +abaaoeiaaaaablibaeaaaaaeaaaachiaaaaaaaiaabaaoeiaaaaabliaapaaaaac +abaacbiaacaaaaiaapaaaaacabaacciaacaaffiaapaaaaacabaaceiaacaakkia +apaaaaacaaaaciiaacaappiaacaaaaadaaaachiaaaaaoeiaabaaoeibafaaaaad +abaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaaeaappiaaaaappibafaaaaad +abaachiaaaaappiaabaaoeiaabaaaaacabaaaiiaabaaffkaaeaaaaaeacaaciia +aaaappiaaaaappkaabaappiaaeaaaaaeaaaachiaaeaaoeiaaaaaoeiaabaaoeia +aiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaad +aaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappibaeaaaakacaaaaaad +abaaabiaaaaappiaabaakkkaafaaaaadabaaahiaabaaaaiaacaaoekaafaaaaad +abaachiaabaaoeiaacaappkaaeaaaaaeacaachiaabaaoeiaabaaffkaaaaaoeia +abaaaaacaaaicpiaacaaoeiappppaaaafdeieefciaaeaaaaeaaaaaaacaabaaaa +fjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +aeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaaeaaaaaaegbobaaaaeaaaaaa +elaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaalicaabaaaaaaaaaaa +dkaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaadkiacaaaaaaaaaaaahaaaaaa +efaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaa +adaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaaabaaaaaaefaaaaaj +pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdcaaaaak +hcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaegacbaiaebaaaaaa +abaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaacpaaaaafpcaabaaaacaaaaaaegaobaaaacaaaaaaaaaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaiaebaaaaaaacaaaaaadiaaaaai +hcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaacaaaaaadkaabaaaadaaaaaa +diaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaal +iccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaa +aaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaa +abaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaa +fgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheolaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +keaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaa +aaaaaaaaadaaaaaaabaaaaaaamamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaa +keaaaaaaaeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 45 ALU, 4 TEX +PARAM c[9] = { program.local[0..4], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TXP R1, fragment.texcoord[2], texture[1], 2D; +TEX R3, fragment.texcoord[3], texture[3], 2D; +TEX R2, fragment.texcoord[3], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[5].z; +MUL R4.xyz, R3.y, c[8]; +MAD R4.xyz, R3.x, c[7], R4; +MAD R4.xyz, R3.z, c[6], R4; +DP3 R3.w, R4, R4; +RSQ R4.w, R3.w; +MUL R2.xyz, R2.w, R2; +DP3 R3.x, R3, c[5].y; +MUL R2.xyz, R2, R3.x; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MOV R2.w, c[6]; +DP3 R3.x, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R3.w, R3.w; +MUL R4.xyz, R4.w, R4; +MAD R4.xyz, fragment.texcoord[1], R3.w, R4; +DP3 R3.w, R4, R4; +RSQ R3.w, R3.w; +MUL R3.w, R3, R4.z; +MUL R2.xyz, R2, c[5].z; +RSQ R3.x, R3.x; +MAX R3.w, R3, c[5]; +MUL R2.w, R2, c[1].x; +POW R2.w, R3.w, R2.w; +LG2 R1.x, R1.x; +LG2 R1.y, R1.y; +LG2 R1.z, R1.z; +LG2 R1.w, R1.w; +ADD R1, -R1, R2; +MUL_SAT R2.w, R3.x, fragment.texcoord[1].z; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R3.xyz, R2, R0.w; +ADD R2.w, -R2, c[5].x; +POW R1.w, R2.w, c[3].x; +MUL R2.xyz, R1.w, c[4]; +MAD R0.xyz, R0, R1, R3; +MUL R1.xyz, R2, c[4].w; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 45 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 48 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c6, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c7, 0.81649655, 0.00000000, 0.57735026, 0 +def c8, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r2, t0, s0 +texldp r4, t2, s1 +texld r0, t3, s3 +texld r3, t3, s2 +mul_pp r0.xyz, r0.w, r0 +mul_pp r6.xyz, r0, c5.y +mul r0.xyz, r6.y, c6 +mad r0.xyz, r6.x, c7, r0 +mad r5.xyz, r6.z, c8, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c5.w +mul_pp r0.x, c6.w, r0 +pow r5.w, r1.x, r0.x +mul_pp r1.xyz, r3.w, r3 +dp3_pp r0.x, r6, c5.z +mul_pp r0.xyz, r1, r0.x +mul_pp r1.xyz, r0, c5.y +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +log_pp r3.x, r4.x +log_pp r3.y, r4.y +log_pp r3.z, r4.z +log_pp r3.w, r4.w +mov r1.w, r5.w +add_pp r3, -r3, r1 +add r1.x, -r0.z, c5 +pow_pp r4.x, r1.x, c3.x +mul_pp r0.x, r2.w, r3.w +mul_pp r5.xyz, r3, c0 +mul_pp r1.xyz, r5, r0.x +mad_pp r3.xyz, r2, r3, r1 +mov_pp r2.x, r4.x +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.x, c4 +mul r0.xyz, r2, c4.w +mad_pp r0.xyz, r0, c2.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 80 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 43 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlhdmklpcbekjbceknekcjnnkopdddpleabaaaaaanaagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcmiafaaaaeaaaaaaahcabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaa +bkaabaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaadaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaacpaaaaafpcaabaaaadaaaaaadgajbaaaadaaaaaaefaaaaaj +pcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaah +ocaabaaaaaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaa +acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaaipcaabaaaaaaaaaaa +egaobaaaacaaaaaaegaobaiaebaaaaaaadaaaaaadiaaaaaihcaabaaaacaaaaaa +jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa +aaaaaaaaegaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaa +agajbaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa +aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa +adaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 144 // 80 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 43 instructions, 5 temp regs, 0 temp arrays: +// ALU 31 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmjhhfcdfnmhbecaldkhnckbkonajefbiabaaaaaakeakaaaaaeaaaaaa +daaaaaaaaaaeaaaanaajaaaahaakaaaaebgpgodjmiadaaaamiadaaaaaaacpppp +iiadaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaaf +adaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafaeaaapkaolaffbdp +aaaaaaaadkmnbddpaaaaaaaafbaaaaafafaaapkaomafnblopdaedfdpdkmnbddp +aaaaaaedfbaaaaafagaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkaabaaaaacaaaaadiaaaaabllaagaaaaac +aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadacaacpia +aaaaoeiaadaioekaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpia +abaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadacaaciia +acaappiaadaaffkaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadaeaaahia +acaaffiaafaaoekaaeaaaaaeaeaaahiaacaaaaiaaeaaoekaaeaaoeiaaeaaaaae +aeaaahiaacaakkiaagaaoekaaeaaoeiaaiaaaaadaeaaciiaadaakkkaacaaoeia +aiaaaaadacaaabiaaeaaoeiaaeaaoeiaahaaaaacacaaabiaacaaaaiaaiaaaaad +acaaaciaabaaoelaabaaoelaahaaaaacacaaaciaacaaffiaafaaaaadafaachia +acaaffiaabaaoelaafaaaaadafaabiiaacaaffiaabaakklaacaaaaadafaaciia +afaappibadaaaakacaaaaaadacaaaciaafaappiaabaakkkaafaaaaadacaaaoia +acaaffiaacaablkaafaaaaadacaacoiaacaaoeiaacaappkaaeaaaaaeaeaachia +aeaaoeiaacaaaaiaafaaoeiaaiaaaaadacaacbiaaeaaoeiaaeaaoeiaahaaaaac +acaacbiaacaaaaiaafaaaaadacaacbiaacaaaaiaaeaakkiaalaaaaadaeaaabia +acaaaaiaadaappkaabaaaaacafaaadiaabaaoekaafaaaaadacaaabiaafaaaaia +afaappkacaaaaaadagaaciiaaeaaaaiaacaaaaiaafaaaaadaaaaciiaaaaappia +adaaffkaafaaaaadaaaachiaaaaaoeiaaaaappiaafaaaaadagaachiaaeaappia +aaaaoeiaapaaaaacaaaacbiaabaaaaiaapaaaaacaaaacciaabaaffiaapaaaaac +aaaaceiaabaakkiaapaaaaacaaaaciiaabaappiaacaaaaadaaaacpiaagaaoeia +aaaaoeibafaaaaadabaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaadaappia +aaaappiaafaaaaadabaachiaaaaappiaabaaoeiaaeaaaaaeaeaaciiaaaaappia +aaaappkaafaaffiaaeaaaaaeaaaachiaadaaoeiaaaaaoeiaabaaoeiaaeaaaaae +aeaachiaacaabliaabaaffkaaaaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaa +fdeieefcmiafaaaaeaaaaaaahcabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaa +bkaabaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaadaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaacpaaaaafpcaabaaaadaaaaaadgajbaaaadaaaaaaefaaaaaj +pcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaa +diaaaaahccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaah +ocaabaaaaaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaa +acaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaaipcaabaaaaaaaaaaa +egaobaaaacaaaaaaegaobaiaebaaaaaaadaaaaaadiaaaaaihcaabaaaacaaaaaa +jgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaa +aaaaaaaaegaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaa +agajbaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaa +aaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaa +adaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaa +adaaaaaajgahbaaaaaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +imaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 17 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TXP R1, fragment.texcoord[2], texture[1], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +DP3 R2.x, fragment.texcoord[1], fragment.texcoord[1]; +MUL R0.w, R0, R1; +RSQ R2.x, R2.x; +MUL_SAT R1.w, R2.x, fragment.texcoord[1].z; +ADD R1.xyz, R1, fragment.texcoord[3]; +MUL R2.xyz, R1, c[0]; +MUL R2.xyz, R2, R0.w; +MAD R0.xyz, R0, R1, R2; +ADD R1.w, -R1, c[4].x; +POW R1.w, R1.w, c[2].x; +MUL R3.xyz, R1.w, c[3]; +MUL R2.xyz, R3, c[3].w; +MOV R1.x, c[1]; +MAD result.color.xyz, R2, c[1].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 17 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +"ps_2_0 +; 18 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xyz +texldp r2, t2, s1 +texld r3, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mul_pp r0.x, r3.w, r2.w +add r1.x, -r0.z, c4 +add_pp r4.xyz, r2, t3 +pow_pp r2.w, r1.x, c2.x +mul_pp r1.xyz, r4, c0 +mul_pp r1.xyz, r1, r0.x +mad_pp r3.xyz, r3, r4, r1 +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.w, c3 +mul r0.xyz, r2, c3.w +mad_pp r0.xyz, r0, c1.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 20 instructions, 4 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlknfhgficnpojgonlgabliplceippkmcabaaaaaaoeadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcnmacaaaaeaaaaaaalhaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaa +aaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaaeaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegbcbaaaaeaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 112 // 80 used size, 9 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +// 20 instructions, 4 temp regs, 0 temp arrays: +// ALU 14 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedipkoonldlilnpilmfllajbjigfeilpkkabaaaaaammafaaaaaeaaaaaa +daaaaaaabeacaaaapiaeaaaajiafaaaaebgpgodjnmabaaaanmabaaaaaaacpppp +keabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadp +aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaaiaadaaahlabpaaaaac +aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaadaaaaaiiaabaaoela +abaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbiaaaaaaaiaabaakkla +acaaaaadaaaacbiaaaaaaaibadaaaakacaaaaaadabaaaiiaaaaaaaiaabaakkka +afaaaaadaaaaahiaabaappiaacaaoekaafaaaaadaaaachiaaaaaoeiaacaappka +agaaaaacaaaaaiiaacaapplaafaaaaadabaaadiaaaaappiaacaaoelaecaaaaad +abaacpiaabaaoeiaabaioekaecaaaaadacaacpiaaaaaoelaaaaioekaacaaaaad +abaachiaabaaoeiaadaaoelaafaaaaadadaachiaabaaoeiaaaaaoekaafaaaaad +aaaaciiaabaappiaacaappiaafaaaaadadaachiaaaaappiaadaaoeiaabaaaaac +abaaaiiaabaaffkaaeaaaaaeaeaaciiaaaaappiaaaaappkaabaappiaaeaaaaae +abaachiaacaaoeiaabaaoeiaadaaoeiaaeaaaaaeaeaachiaaaaaoeiaabaaffka +abaaoeiaabaaaaacaaaicpiaaeaaoeiappppaaaafdeieefcnmacaaaaeaaaaaaa +lhaaaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaa +fkaaaaadaagabaaaabaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae +aahabaaaabaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +aeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +aeaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaa +efaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaaaagabaaa +abaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaa +diaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaa +efaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaadkaabaaaadaaaaaa +diaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaal +iccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaa +aaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaa +abaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaa +fgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheojiaaaaaa +afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa +imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapalaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 28 ALU, 4 TEX +PARAM c[6] = { program.local[0..4], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R2, fragment.texcoord[3], texture[2], 2D; +TEX R1, fragment.texcoord[3], texture[3], 2D; +TEX R3, fragment.texcoord[0], texture[0], 2D; +TXP R0, fragment.texcoord[2], texture[1], 2D; +MUL R1.xyz, R1.w, R1; +DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4]; +MUL R2.xyz, R2.w, R2; +MUL R1.xyz, R1, c[5].x; +RSQ R1.w, R1.w; +RCP R2.w, R1.w; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[5].y; +MAD R2.xyz, R2, c[5].x, -R1; +MAD_SAT R2.w, R2, c[4].z, c[4]; +MAD R1.xyz, R2.w, R2, R1; +ADD R0.xyz, R0, R1; +POW R1.w, R1.w, c[2].x; +MUL R2.xyz, R1.w, c[3]; +MUL R1.xyz, R0, c[0]; +MUL R0.w, R3, R0; +MUL R1.xyz, R1, R0.w; +MAD R0.xyz, R3, R0, R1; +MUL R2.xyz, R2, c[3].w; +MOV R1.x, c[1]; +MAD result.color.xyz, R2, c[1].x, R0; +MAD result.color.w, R0, c[0], R1.x; +END +# 28 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +Vector 4 [unity_LightmapFade] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 28 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +dcl t4 +texld r2, t0, s0 +texldp r1, t2, s1 +texld r0, t3, s2 +texld r3, t3, s3 +mul_pp r4.xyz, r0.w, r0 +dp4 r0.x, t4, t4 +mul_pp r3.xyz, r3.w, r3 +mul_pp r3.xyz, r3, c5.y +rsq r0.x, r0.x +rcp r0.x, r0.x +mad_pp r4.xyz, r4, c5.y, -r3 +mad_sat r0.x, r0, c4.z, c4.w +mad_pp r3.xyz, r0.x, r4, r3 +add_pp r3.xyz, r1, r3 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r1.x, -r0.z, c5 +pow_pp r4.x, r1.x, c2.x +mul_pp r0.x, r2.w, r1.w +mul_pp r5.xyz, r3, c0 +mul_pp r1.xyz, r5, r0.x +mad_pp r3.xyz, r2, r3, r1 +mov_pp r2.x, r4.x +mov_pp r1.x, c1 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.x, c3 +mul r0.xyz, r2, c3.w +mad_pp r0.xyz, r0, c1.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 128 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 30 instructions, 4 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefieceddfhpejfphaldgkkiafbkimomdfjojkniabaaaaaaieafaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcgeaeaaaa +eaaaaaaabjabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaadaagabaaa +aaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaad +aagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaa +abaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaa +adaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaadpcbabaaa +aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaaeaaaaaa +egbobaaaaeaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaal +icaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaahaaaaaadkiacaaa +aaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +adaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa +egacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaa +adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +acaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaa +egacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaa +aaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 128 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +Vector 112 [unity_LightmapFade] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 30 instructions, 4 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedbjamlldpkiogejklminenbalknfimeepabaaaaaafiaiaaaaaeaaaaaa +daaaaaaaaaadaaaagmahaaaaceaiaaaaebgpgodjmiacaaaamiacaaaaaaacpppp +hmacaaaaemaaaaaaacaadeaaaaaaemaaaaaaemaaaeaaceaaaaaaemaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaaaahaaabaaadaa +aaaaaaaaaaacppppfbaaaaafaeaaapkaaaaaiadpaaaaaaebaaaaaaaaaaaaaaaa +bpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaia +acaaaplabpaaaaacaaaaaaiaadaaaplabpaaaaacaaaaaajaaaaiapkabpaaaaac +aaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkabpaaaaacaaaaaajaadaiapka +ajaaaaadaaaaaiiaadaaoelaadaaoelaahaaaaacaaaaabiaaaaappiaagaaaaac +aaaaabiaaaaaaaiaaeaaaaaeaaaadbiaaaaaaaiaadaakkkaadaappkaabaaaaac +abaaadiaaaaabllaagaaaaacaaaaaciaacaapplaafaaaaadacaaadiaaaaaffia +acaaoelaecaaaaadadaacpiaabaaoeiaadaioekaecaaaaadabaacpiaabaaoeia +acaioekaecaaaaadacaacpiaacaaoeiaabaioekaecaaaaadaeaacpiaaaaaoela +aaaioekaafaaaaadadaaciiaadaappiaaeaaffkaafaaaaadaaaacoiaadaablia +adaappiaafaaaaadabaaciiaabaappiaaeaaffkaaeaaaaaeabaachiaabaappia +abaaoeiaaaaablibaeaaaaaeaaaachiaaaaaaaiaabaaoeiaaaaabliaacaaaaad +aaaachiaaaaaoeiaacaaoeiaafaaaaadabaachiaaaaaoeiaaaaaoekaafaaaaad +aaaaciiaacaappiaaeaappiaafaaaaadabaachiaaaaappiaabaaoeiaabaaaaac +abaaaiiaabaaffkaaeaaaaaeacaaciiaaaaappiaaaaappkaabaappiaaeaaaaae +aaaachiaaeaaoeiaaaaaoeiaabaaoeiaaiaaaaadaaaaaiiaabaaoelaabaaoela +ahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaad +aaaaciiaaaaappibaeaaaakacaaaaaadabaaabiaaaaappiaabaakkkaafaaaaad +abaaahiaabaaaaiaacaaoekaafaaaaadabaachiaabaaoeiaacaappkaaeaaaaae +acaachiaabaaoeiaabaaffkaaaaaoeiaabaaaaacaaaicpiaacaaoeiappppaaaa +fdeieefcgeaeaaaaeaaaaaaabjabaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gcbaaaadpcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacaeaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaa +egbobaaaaeaaaaaaegbobaaaaeaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaa +aaaaaaaadccaaaalicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa +ahaaaaaadkiacaaaaaaaaaaaahaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaa +abaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaa +dkaabaaaabaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa +abaaaaaapgapbaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaa +eghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa +acaaaaaaabeaaaaaaaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaa +egacbaaaacaaaaaaegacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaa +acaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaa +egaabaaaacaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaacaaaaaadkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaa +pgapbaaaaaaaaaaaegacbaaaacaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaaj +hcaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +dcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaafgifcaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapapaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 41 ALU, 4 TEX +PARAM c[9] = { program.local[0..4], + { 1, 0.57735026, 8, 0 }, + { -0.40824828, -0.70710677, 0.57735026, 128 }, + { 0.81649655, 0, 0.57735026 }, + { -0.40824831, 0.70710677, 0.57735026 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +TEX R3, fragment.texcoord[3], texture[3], 2D; +TEX R2, fragment.texcoord[3], texture[2], 2D; +TEX R0, fragment.texcoord[0], texture[0], 2D; +TXP R1, fragment.texcoord[2], texture[1], 2D; +MUL R3.xyz, R3.w, R3; +MUL R3.xyz, R3, c[5].z; +MUL R4.xyz, R3.y, c[8]; +MAD R4.xyz, R3.x, c[7], R4; +MAD R4.xyz, R3.z, c[6], R4; +DP3 R3.w, R4, R4; +RSQ R4.w, R3.w; +MUL R2.xyz, R2.w, R2; +DP3 R3.x, R3, c[5].y; +MUL R2.xyz, R2, R3.x; +DP3 R3.w, fragment.texcoord[1], fragment.texcoord[1]; +MUL R3.xyz, R2, c[5].z; +DP3 R2.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R2.x, R2.w; +MUL_SAT R2.w, R2.x, fragment.texcoord[1].z; +RSQ R3.w, R3.w; +MUL R4.xyz, R4.w, R4; +MAD R4.xyz, fragment.texcoord[1], R3.w, R4; +DP3 R3.w, R4, R4; +RSQ R4.x, R3.w; +MOV R3.w, c[6]; +MUL R4.y, R3.w, c[1].x; +MUL R4.x, R4, R4.z; +MAX R3.w, R4.x, c[5]; +POW R3.w, R3.w, R4.y; +ADD R1, R1, R3; +MUL R2.xyz, R1, c[0]; +MUL R0.w, R0, R1; +MUL R3.xyz, R2, R0.w; +ADD R2.w, -R2, c[5].x; +POW R1.w, R2.w, c[3].x; +MUL R2.xyz, R1.w, c[4]; +MAD R0.xyz, R0, R1, R3; +MUL R1.xyz, R2, c[4].w; +MOV R1.w, c[2].x; +MAD result.color.xyz, R1, c[2].x, R0; +MAD result.color.w, R0, c[0], R1; +END +# 41 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_SpecColor] +Float 1 [_Shininess] +Float 2 [_Opacity] +Float 3 [_RimFalloff] +Vector 4 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_LightBuffer] 2D +SetTexture 2 [unity_Lightmap] 2D +SetTexture 3 [unity_LightmapInd] 2D +"ps_2_0 +; 44 ALU, 4 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +dcl_2d s3 +def c5, 1.00000000, 8.00000000, 0.57735026, 0.00000000 +def c6, -0.40824831, 0.70710677, 0.57735026, 128.00000000 +def c7, 0.81649655, 0.00000000, 0.57735026, 0 +def c8, -0.40824828, -0.70710677, 0.57735026, 0 +dcl t0.xy +dcl t1.xyz +dcl t2 +dcl t3.xy +texld r2, t0, s0 +texldp r4, t2, s1 +texld r0, t3, s3 +texld r3, t3, s2 +mul_pp r0.xyz, r0.w, r0 +mul_pp r6.xyz, r0, c5.y +mul r0.xyz, r6.y, c6 +mad r0.xyz, r6.x, c7, r0 +mad r5.xyz, r6.z, c8, r0 +dp3 r0.x, r5, r5 +rsq r1.x, r0.x +dp3_pp r0.x, t1, t1 +mul r1.xyz, r1.x, r5 +rsq_pp r0.x, r0.x +mad_pp r0.xyz, t1, r0.x, r1 +dp3_pp r0.x, r0, r0 +rsq_pp r1.x, r0.x +mul_pp r0.z, r1.x, r0 +mov_pp r0.x, c1 +max_pp r1.x, r0.z, c5.w +mul_pp r0.x, c6.w, r0 +pow r5.w, r1.x, r0.x +mul_pp r1.xyz, r3.w, r3 +dp3_pp r0.x, r6, c5.z +mul_pp r0.xyz, r1, r0.x +mul_pp r1.xyz, r0, c5.y +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +mov r1.w, r5.w +add_pp r3, r4, r1 +add r1.x, -r0.z, c5 +pow_pp r4.x, r1.x, c3.x +mul_pp r0.x, r2.w, r3.w +mul_pp r5.xyz, r3, c0 +mul_pp r1.xyz, r5, r0.x +mad_pp r3.xyz, r2, r3, r1 +mov_pp r2.x, r4.x +mov_pp r1.x, c2 +mad_pp r0.w, r0.x, c0, r1.x +mul r2.xyz, r2.x, c4 +mul r0.xyz, r2, c4.w +mad_pp r0.xyz, r0, c2.x, r3 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 80 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedpmmdggpndboojkccnhfjjedgkgmjnklfabaaaaaaliagaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefclaafaaaaeaaaaaaagmabaaaafjaaaaaeegiocaaaaaaaaaaaafaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafkaaaaadaagabaaaadaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa +fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa +fibiaaaeaahabaaaadaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaa +ogbkbaaaabaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaa +aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgapbaaaaaaaaaaadiaaaaakhcaabaaaabaaaaaafgafbaaa +aaaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaa +abaaaaaaagaabaaaaaaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaa +egacbaaaabaaaaaadcaaaaamhcaabaaaabaaaaaakgakbaaaaaaaaaaaaceaaaaa +olafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaabaaaaaabaaaaaakbcaabaaa +aaaaaaaaaceaaaaadkmnbddpdkmnbddpdkmnbddpaaaaaaaaegacbaaaaaaaaaaa +baaaaaahccaabaaaaaaaaaaaegacbaaaabaaaaaaegacbaaaabaaaaaaeeaaaaaf +ccaabaaaaaaaaaaabkaabaaaaaaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafecaabaaaaaaaaaaackaabaaaaaaaaaaa +diaaaaahpcaabaaaacaaaaaakgakbaaaaaaaaaaacgbjbaaaacaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaabaaaaaafgafbaaaaaaaaaaafgaobaaaacaaaaaa +dgcaaaafbcaabaaaacaaaaaaakaabaaaacaaaaaaaaaaaaaibcaabaaaabaaaaaa +akaabaiaebaaaaaaacaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaabaaaaaa +akaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaaabaaaaaackiacaaa +aaaaaaaaadaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaai +hcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaadiaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaaaeaaaaaabaaaaaah +ccaabaaaaaaaaaaajgahbaaaaaaaaaaajgahbaaaaaaaaaaaeeaaaaafccaabaaa +aaaaaaaabkaabaaaaaaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaa +dkaabaaaaaaaaaaadeaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaaabeaaaaa +aaaaaaaacpaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaaiecaabaaa +aaaaaaaaakiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaackaabaaaaaaaaaaabjaaaaafbcaabaaaacaaaaaa +bkaabaaaaaaaaaaaaoaaaaahgcaabaaaaaaaaaaaagbbbaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaadaaaaaajgafbaaaaaaaaaaaeghobaaaabaaaaaa +aagabaaaabaaaaaaefaaaaajpcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahccaabaaaaaaaaaaadkaabaaaaeaaaaaa +abeaaaaaaaaaaaebdiaaaaahocaabaaaaaaaaaaaagajbaaaaeaaaaaafgafbaaa +aaaaaaaadiaaaaahocaabaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaa +aaaaaaahpcaabaaaaaaaaaaaegaobaaaacaaaaaadgajbaaaadaaaaaadiaaaaai +hcaabaaaacaaaaaajgahbaaaaaaaaaaaegiccaaaaaaaaaaaacaaaaaaefaaaaaj +pcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +diaaaaahpcaabaaaaaaaaaaaegaobaaaaaaaaaaadgajbaaaadaaaaaadcaaaaaj +ocaabaaaaaaaaaaaagajbaaaacaaaaaaagaabaaaaaaaaaaafgaobaaaaaaaaaaa +dcaaaaaliccabaaaaaaaaaaaakaabaaaaaaaaaaadkiacaaaaaaaaaaaacaaaaaa +bkiacaaaaaaaaaaaadaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaabaaaaaa +fgifcaaaaaaaaaaaadaaaaaajgahbaaaaaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 144 // 80 used size, 11 vars +Vector 32 [_SpecColor] 4 +Float 48 [_Shininess] +Float 52 [_Opacity] +Float 56 [_RimFalloff] +Vector 64 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [_LightBuffer] 2D 1 +SetTexture 2 [unity_Lightmap] 2D 2 +SetTexture 3 [unity_LightmapInd] 2D 3 +// 42 instructions, 5 temp regs, 0 temp arrays: +// ALU 30 float, 0 int, 0 uint +// TEX 4 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhofbhbhadmbbibaihnpidlgaibfidkpcabaaaaaafmakaaaaaeaaaaaa +daaaaaaanaadaaaaiiajaaaaciakaaaaebgpgodjjiadaaaajiadaaaaaaacpppp +fiadaaaaeaaaaaaaabaadeaaaaaaeaaaaaaaeaaaaeaaceaaaaaaeaaaaaaaaaaa +abababaaacacacaaadadadaaaaaaacaaadaaaaaaaaaaaaaaaaacppppfbaaaaaf +adaaapkaaaaaiadpaaaaaaebdkmnbddpaaaaaaaafbaaaaafaeaaapkaolaffbdp +aaaaaaaadkmnbddpaaaaaaaafbaaaaafafaaapkaomafnblopdaedfdpdkmnbddp +aaaaaaedfbaaaaafagaaapkaolafnblopdaedflpdkmnbddpaaaaaaaabpaaaaac +aaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaachlabpaaaaacaaaaaaiaacaaapla +bpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaaja +acaiapkabpaaaaacaaaaaajaadaiapkaabaaaaacaaaaadiaaaaabllaagaaaaac +aaaaaeiaacaapplaafaaaaadabaaadiaaaaakkiaacaaoelaecaaaaadacaacpia +aaaaoeiaadaioekaecaaaaadaaaacpiaaaaaoeiaacaioekaecaaaaadabaacpia +abaaoeiaabaioekaecaaaaadadaacpiaaaaaoelaaaaioekaafaaaaadacaaciia +acaappiaadaaffkaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadaeaaahia +acaaffiaafaaoekaaeaaaaaeaeaaahiaacaaaaiaaeaaoekaaeaaoeiaaeaaaaae +aeaaahiaacaakkiaagaaoekaaeaaoeiaaiaaaaadaeaaciiaadaakkkaacaaoeia +aiaaaaadacaaabiaaeaaoeiaaeaaoeiaahaaaaacacaaabiaacaaaaiaaiaaaaad +acaaaciaabaaoelaabaaoelaahaaaaacacaaaciaacaaffiaafaaaaadafaachia +acaaffiaabaaoelaafaaaaadafaabiiaacaaffiaabaakklaacaaaaadafaaciia +afaappibadaaaakacaaaaaadacaaaciaafaappiaabaakkkaafaaaaadacaaaoia +acaaffiaacaablkaafaaaaadacaacoiaacaaoeiaacaappkaaeaaaaaeaeaachia +aeaaoeiaacaaaaiaafaaoeiaaiaaaaadacaacbiaaeaaoeiaaeaaoeiaahaaaaac +acaacbiaacaaaaiaafaaaaadacaacbiaacaaaaiaaeaakkiaalaaaaadaeaaabia +acaaaaiaadaappkaabaaaaacafaaadiaabaaoekaafaaaaadacaaabiaafaaaaia +afaappkacaaaaaadagaaciiaaeaaaaiaacaaaaiaafaaaaadaaaaciiaaaaappia +adaaffkaafaaaaadaaaachiaaaaaoeiaaaaappiaafaaaaadagaachiaaeaappia +aaaaoeiaacaaaaadaaaacpiaabaaoeiaagaaoeiaafaaaaadabaachiaaaaaoeia +aaaaoekaafaaaaadaaaaciiaadaappiaaaaappiaafaaaaadabaachiaaaaappia +abaaoeiaaeaaaaaeaeaaciiaaaaappiaaaaappkaafaaffiaaeaaaaaeaaaachia +adaaoeiaaaaaoeiaabaaoeiaaeaaaaaeaeaachiaacaabliaabaaffkaaaaaoeia +abaaaaacaaaicpiaaeaaoeiappppaaaafdeieefclaafaaaaeaaaaaaagmabaaaa +fjaaaaaeegiocaaaaaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad +aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaa 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+fgafbaaaaaaaaaaafgaobaaaacaaaaaadgcaaaafbcaabaaaacaaaaaaakaabaaa +acaaaaaaaaaaaaaibcaabaaaabaaaaaaakaabaiaebaaaaaaacaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaa +abaaaaaaakaabaaaabaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa +abaaaaaaakaabaaaabaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaa +egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +pgipcaaaaaaaaaaaaeaaaaaabaaaaaahccaabaaaaaaaaaaajgahbaaaaaaaaaaa +jgahbaaaaaaaaaaaeeaaaaafccaabaaaaaaaaaaabkaabaaaaaaaaaaadiaaaaah +ccaabaaaaaaaaaaabkaabaaaaaaaaaaadkaabaaaaaaaaaaadeaaaaahccaabaaa +aaaaaaaabkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaafccaabaaaaaaaaaaa +bkaabaaaaaaaaaaadiaaaaaiecaabaaaaaaaaaaaakiacaaaaaaaaaaaadaaaaaa +abeaaaaaaaaaaaeddiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaackaabaaa +aaaaaaaabjaaaaafbcaabaaaacaaaaaabkaabaaaaaaaaaaaaoaaaaahgcaabaaa +aaaaaaaaagbbbaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaadaaaaaa +jgafbaaaaaaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaaefaaaaajpcaabaaa +aeaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaadiaaaaah +ccaabaaaaaaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaahocaabaaa +aaaaaaaaagajbaaaaeaaaaaafgafbaaaaaaaaaaadiaaaaahocaabaaaacaaaaaa +agaabaaaaaaaaaaafgaobaaaaaaaaaaaaaaaaaahpcaabaaaaaaaaaaaegaobaaa +acaaaaaadgajbaaaadaaaaaadiaaaaaihcaabaaaacaaaaaajgahbaaaaaaaaaaa +egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa +aaaaaaaadgajbaaaadaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaacaaaaaa +agaabaaaaaaaaaaafgaobaaaaaaaaaaadcaaaaaliccabaaaaaaaaaaaakaabaaa +aaaaaaaadkiacaaaaaaaaaaaacaaaaaabkiacaaaaaaaaaaaadaaaaaadcaaaaak +hccabaaaaaaaaaaaegacbaaaabaaaaaafgifcaaaaaaaaaaaadaaaaaajgahbaaa +aaaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaa +imaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 59 + + } + Fallback "Specular" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Plugins/PluginData/KronalUtils/unlit b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/unlit new file mode 100644 index 0000000..5b3f363 --- /dev/null +++ b/GameData/KronalUtils/Plugins/PluginData/KronalUtils/unlit @@ -0,0 +1,22690 @@ +Shader "KSP/Unlit" +{ + Properties + { + _MainTex("_MainTex (RGB)", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + _Opacity("_Opacity", Range(0,1) ) = 1 + _RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + _RimColor("_RimColor", Color) = (0,0,0,0) + } + + SubShader + { + Tags { "RenderType"="Opaque" } + ZWrite On + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } +Program "vp" { +// Vertex combos: 9 +// opengl - ALU: 19 to 79 +// d3d9 - ALU: 20 to 82 +// d3d11 - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 8 to 39, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 43 ALU +PARAM c[24] = { { 1 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.y, R1, c[19]; +DP4 R3.x, R1, c[18]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[22].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 43 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 46 ALU +def c23, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c21.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c23.x +dp4 r2.z, r0, c16 +dp4 r2.y, r0, c15 +dp4 r2.x, r0, c14 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c19 +dp4 r3.y, r1, c18 +dp4 r3.x, r1, c17 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c20 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c23.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c21.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c22, c22.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedoodpljibponjiemmpbokldhpgnakkhdbabaaaaaakeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcaiagaaaaeaaaabaa +icabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +afaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +hccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaa +egbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaa +diaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak +hcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa +aaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaa +diaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaa +bbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaa +abaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +adaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaaaaaaaaai +hcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaal +hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia +ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaa +baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaaadaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaacaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaa +bcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaadaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaa +aaaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaaklcaabaaa +aaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaaaaaaaaaa +egadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadpbbaaaaai +bcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaabbaaaaai +ccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaabbaaaaai +ecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaah +pcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaaibcaabaaa +adaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaaiccaabaaa +adaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaaiecaabaaa +adaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaaaaaaaaaa +bkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaaakaabaaa +aaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaakhccabaaa +aeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_SHAr] +Vector 15 [unity_SHAg] +Vector 16 [unity_SHAb] +Vector 17 [unity_SHBr] +Vector 18 [unity_SHBg] +Vector 19 [unity_SHBb] +Vector 20 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 21 [unity_Scale] +Vector 22 [_MainTex_ST] +"agal_vs +c23 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabfaaaappabaaaaaa mul r1.xyz, a1, c21.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c23.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.z, r0, c16 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.y, r0, c15 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r2.x, r0, c14 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.z, r1, c19 +bdaaaaaaadaaacacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.y, r1, c18 +bdaaaaaaadaaabacabaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r3.x, r1, c17 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabeaaaaoeabaaaaaa mul r2.xyz, r0.x, c20 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbhaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c23.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaaaaaahacacaaaakeacaaaaaabfaaaappabaaaaaa mul r0.xyz, r2.xyzz, c21.w +acaaaaaaacaaahacaaaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r0.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaaaaadacadaaaaoeaaaaaaaabgaaaaoeabaaaaaa mul r0.xy, a3, c22 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabgaaaaooabaaaaaa add v0.xy, r0.xyyy, c22.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 40 instructions, 4 temp regs, 0 temp arrays: +// ALU 23 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecednpppcelcmckpldkgicbgliaoegipflhdabaaaaaagialaaaaaeaaaaaa 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+epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 433 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 436 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 440 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 444 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + #line 448 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +#line 387 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 389 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 393 + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 450 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 452 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 456 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 460 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + #line 464 + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Matrix 9 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"!!ARBvp1.0 +# 19 ALU +PARAM c[18] = { { 1 }, + state.matrix.mvp, + program.local[5..17] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +MOV R0.xyz, c[13]; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[15].w, -vertex.position; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[16], c[16].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 19 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"vs_2_0 +; 20 ALU +def c16, 1.00000000, 0, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +mov r0.xyz, c12 +mov r0.w, c16.x +dp4 r2.z, r0, c10 +dp4 r2.x, r0, c8 +dp4 r2.y, r0, c9 +mad r0.xyz, r2, c13.w, -v0 +dp3 oT1.y, r0, r1 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +mad oT0.xy, v3, c15, c15.zwzw +mad oT2.xy, v4, c14, c14.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhmhfoegcbbcbbkcpggiphcnlicofghppabaaaaaakeaeaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +caadaaaaeaaaabaamiaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaae +egiocaaaabaaaaaaafaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaalmccabaaa +abaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaagaaaaaakgiocaaaaaaaaaaa +agaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia +ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa +abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaa +acaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaa +agiacaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaabaaaaaa +aaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + c_1.xyz = (tmpvar_2 * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + c_1.xyz = (tmpvar_2 * ((8.0 * tmpvar_12.w) * tmpvar_12.xyz)); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Matrix 8 [_World2Object] +Vector 13 [unity_Scale] +Vector 14 [unity_LightmapST] +Vector 15 [_MainTex_ST] +"agal_vs +c16 1.0 0.0 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r1.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, c12 +aaaaaaaaaaaaaiacbaaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c16.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8 +bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9 +adaaaaaaacaaahacacaaaakeacaaaaaaanaaaappabaaaaaa mul r2.xyz, r2.xyzz, c13.w +acaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r2.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaabaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r1.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaapaaaaoeabaaaaaa mul r0.xy, a3, c15 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaapaaaaooabaaaaaa add v0.xy, r0.xyyy, c15.zwzw +adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a4, c14 +abaaaaaaacaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v2.xy, r0.xyyy, c14.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 128 // 128 used size, 9 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 18 instructions, 2 temp regs, 0 temp arrays: +// ALU 8 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedeadjahkmaejkfkhipimbcholdmebhhdpabaaaaaaliagaaaaaeaaaaaa +daaaaaaaeaacaaaagiafaaaadaagaaaaebgpgodjaiacaaaaaiacaaaaaaacpopp +laabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaagaa +acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaaeaaaeaaaaaaaaaa +acaabaaaafaaaiaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja 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+fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaa +acaaaaaafpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaae +pccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaa +abaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaaahaaaaaadcaaaaal +mccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaaagaaaaaakgiocaaa +aaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaa 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+giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaa +abaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 448 +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 433 +v2f_surf vert_surf( in appdata_full v ) { + #line 435 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 439 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 443 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 431 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 448 +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 449 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 452 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 456 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 460 + surf( surfIN, o); + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 464 + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * lm); + c.w = o.Alpha; + c.xyz += o.Emission; + #line 468 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"!!ARBvp1.0 +# 48 ALU +PARAM c[25] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..24] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[23].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[18]; +DP4 R2.y, R0, c[17]; +DP4 R2.x, R0, c[16]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[21]; +DP4 R3.y, R1, c[20]; +DP4 R3.x, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.x, R0, R0, -R0.y; +MUL R3.xyz, R0.x, c[22]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +ADD result.texcoord[3].xyz, R2, R3; +MOV R0.w, c[0].x; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[23].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[24], c[24].zwzw; +END +# 48 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_SHAr] +Vector 17 [unity_SHAg] +Vector 18 [unity_SHAb] +Vector 19 [unity_SHBr] +Vector 20 [unity_SHBg] +Vector 21 [unity_SHBb] +Vector 22 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 23 [unity_Scale] +Vector 24 [_MainTex_ST] +"vs_2_0 +; 51 ALU +def c25, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c23.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c25.x +dp4 r2.z, r0, c18 +dp4 r2.y, r0, c17 +dp4 r2.x, r0, c16 +mul r0.y, r2.w, r2.w +dp4 r3.z, r1, c21 +dp4 r3.y, r1, c20 +dp4 r3.x, r1, c19 +add r1.xyz, r2, r3 +mad r0.x, r0, r0, -r0.y +mul r2.xyz, r0.x, c22 +add oT3.xyz, r1, r2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c25.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c23.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c25.y +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c24, c24.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhpiccicgehkkjgepfmmcjkgoiahhpbokabaaaaaafeaiaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa 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+aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaafaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec4 o_29; + highp vec4 tmpvar_30; + tmpvar_30 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_31; + tmpvar_31.x = tmpvar_30.x; + tmpvar_31.y = (tmpvar_30.y * _ProjectionParams.x); + o_29.xy = (tmpvar_31 + tmpvar_30.w); + o_29.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_29; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [unity_NPOTScale] +Vector 24 [_MainTex_ST] +"agal_vs +c25 1.0 0.5 0.0 0.0 +[bc] +adaaaaaaabaaahacabaaaaoeaaaaaaaabgaaaappabaaaaaa mul r1.xyz, a1, c22.w +bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5 +bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4 +bcaaaaaaaaaaaeacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r0.z, r1.xyzz, c6 +aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w +adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx +aaaaaaaaaaaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c25.x +bdaaaaaaacaaaeacaaaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.z, r0, c17 +bdaaaaaaacaaacacaaaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.y, r0, c16 +bdaaaaaaacaaabacaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 r2.x, r0, c15 +adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w +bdaaaaaaadaaaeacabaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r3.z, r1, c20 +bdaaaaaaadaaacacabaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r3.y, r1, c19 +bdaaaaaaadaaabacabaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r3.x, r1, c18 +abaaaaaaabaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r1.xyz, r2.xyzz, r3.xyzz +adaaaaaaadaaaiacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r3.w, r0.x, r0.x +acaaaaaaaaaaabacadaaaappacaaaaaaaaaaaaffacaaaaaa sub r0.x, r3.w, r0.y +adaaaaaaacaaahacaaaaaaaaacaaaaaabfaaaaoeabaaaaaa mul r2.xyz, r0.x, c21 +abaaaaaaadaaahaeabaaaakeacaaaaaaacaaaakeacaaaaaa add v3.xyz, r1.xyzz, r2.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaaeaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r4.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacaeaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r4.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiacbjaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c25.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabgaaaappabaaaaaa mul r5.xyz, r2.xyzz, c22.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaabjaaaaffabaaaaaa mul r1.xyz, r0.xyww, c25.y +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabhaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c23 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24 +abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 45 instructions, 5 temp regs, 0 temp arrays: +// ALU 26 float, 0 int, 0 uint +// TEX 0 (0 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gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 445 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 449 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 453 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 458 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 395 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 397 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 401 + return c; +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 460 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 462 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 466 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 470 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 474 + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Matrix 9 [_World2Object] +Vector 16 [unity_Scale] +Vector 17 [unity_LightmapST] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[19] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[16].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[3].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[3].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +MAD result.texcoord[2].xy, vertex.texcoord[1], c[17], c[17].zwzw; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Matrix 8 [_World2Object] +Vector 15 [unity_Scale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +def c18, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +mov r1.w, c18.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c15.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c18.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT3.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT3.zw, r0 +mad oT0.xy, v3, c17, c17.zwzw +mad oT2.xy, v4, c16, c16.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Vector 160 [unity_LightmapST] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedllkgekaombcilepmgjkllfifggngffcaabaaaaaafeafaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcliadaaaaeaaaabaa +ooaaaaaafjaaaaaeegiocaaaaaaaaaaaamaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaa +fpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaa +adaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaa +gfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaa +acaaaaaagfaaaaadpccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaa +aaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaa +pgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaa +alaaaaaaogikcaaaaaaaaaaaalaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaa +aeaaaaaaagiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaaakaaaaaadiaaaaah +hcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +abaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaa +diaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaalhcaabaaa +acaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaa +aaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaa +aaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaa +abaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadp +dgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaa +kgakbaaaabaaaaaamgaabaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float tmpvar_12; + mediump float lightShadowDataX_13; + highp float dist_14; + lowp float tmpvar_15; + tmpvar_15 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x; + dist_14 = tmpvar_15; + highp float tmpvar_16; + tmpvar_16 = _LightShadowData.x; + lightShadowDataX_13 = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = max (float((dist_14 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_13); + tmpvar_12 = tmpvar_17; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + tmpvar_3 = (glstate_matrix_mvp * _glesVertex); + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = _WorldSpaceCameraPos; + highp vec4 o_8; + highp vec4 tmpvar_9; + tmpvar_9 = (tmpvar_3 * 0.5); + highp vec2 tmpvar_10; + tmpvar_10.x = tmpvar_9.x; + tmpvar_10.y = (tmpvar_9.y * _ProjectionParams.x); + o_8.xy = (tmpvar_10 + tmpvar_9.w); + o_8.zw = tmpvar_3.zw; + gl_Position = tmpvar_3; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = o_8; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +uniform sampler2D _ShadowMapTexture; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3); + lowp vec4 tmpvar_13; + tmpvar_13 = texture2D (unity_Lightmap, xlv_TEXCOORD2); + lowp vec3 tmpvar_14; + tmpvar_14 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz); + c_1.xyz = (tmpvar_2 * max (min (tmpvar_14, ((tmpvar_12.x * 2.0) * tmpvar_13.xyz)), (tmpvar_14 * tmpvar_12.x))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Matrix 8 [_World2Object] +Vector 14 [unity_Scale] +Vector 15 [unity_NPOTScale] +Vector 16 [unity_LightmapST] +Vector 17 [_MainTex_ST] +"agal_vs +c18 1.0 0.5 0.0 0.0 +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r2.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r0.xyz, r0.xyzz, a5.w +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +aaaaaaaaabaaaiacbcaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c18.x +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaadaaahacacaaaakeacaaaaaaaoaaaappabaaaaaa mul r3.xyz, r2.xyzz, c14.w +acaaaaaaabaaahacadaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r1.xyz, r3.xyzz, a0 +bcaaaaaaabaaacaeabaaaakeacaaaaaaaaaaaakeacaaaaaa dp3 v1.y, r1.xyzz, r0.xyzz +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaabaaaakeacaaaaaa dp3 v1.z, a1, r1.xyzz +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaacaaahacaaaaaapeacaaaaaabcaaaaffabaaaaaa mul r2.xyz, r0.xyww, c18.y +bcaaaaaaabaaabaeabaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r1.xyzz, a5 +adaaaaaaabaaacacacaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r2.y, c13.x +aaaaaaaaabaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r2.x +abaaaaaaabaaadacabaaaafeacaaaaaaacaaaakkacaaaaaa add r1.xy, r1.xyyy, r2.z +adaaaaaaadaaadaeabaaaafeacaaaaaaapaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c15 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw +adaaaaaaadaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r3.xy, a3, c17 +abaaaaaaaaaaadaeadaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r3.xyyy, c17.zwzw +adaaaaaaadaaadacaeaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r3.xy, a4, c16 +abaaaaaaacaaadaeadaaaafeacaaaaaabaaaaaooabaaaaaa add v2.xy, r3.xyyy, c16.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 192 // 192 used size, 10 vars +Vector 160 [unity_LightmapST] 4 +Vector 176 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityPerDraw" 2 +// 23 instructions, 3 temp regs, 0 temp arrays: +// ALU 11 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+amadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 440 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + #line 444 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 448 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 452 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 456 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 440 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 459 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 461 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 465 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 469 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 473 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 477 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [_MainTex_ST] +"!!ARBvp1.0 +# 74 ALU +PARAM c[32] = { { 1, 0 }, + state.matrix.mvp, + program.local[5..31] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[30].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[16]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[15]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[17]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[18]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[20]; +MAD R1.xyz, R0.x, c[19], R1; +MAD R0.xyz, R0.z, c[21], R1; +MAD R1.xyz, R0.w, c[22], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[28]; +DP4 R3.y, R0, c[27]; +DP4 R3.x, R0, c[26]; +MUL R1.w, R3, R3; +MAD R0.x, R4, R4, -R1.w; +MOV R0.w, c[0].x; +DP4 R2.z, R4, c[25]; +DP4 R2.y, R4, c[24]; +DP4 R2.x, R4, c[23]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[29]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[30].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[14]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[31], c[31].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 74 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"vs_2_0 +; 77 ALU +def c31, 1.00000000, 0.00000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c29.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c15 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c14 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c31.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c16 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c17 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c31.x +dp4 r2.z, r4, c24 +dp4 r2.y, r4, c23 +dp4 r2.x, r4, c22 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c31.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c19 +mad r1.xyz, r0.x, c18, r1 +mad r0.xyz, r0.z, c20, r1 +mad r1.xyz, r0.w, c21, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c27 +dp4 r3.y, r0, c26 +dp4 r3.x, r0, c25 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c28 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c13, r0 +mov r0, c9 +mov r1.w, c31.x +mov r1.xyz, c12 +dp4 r4.y, c13, r0 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c29.w, -v0 +mov r1, c8 +dp4 r4.x, c13, r1 +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT0.xy, v3, c30, c30.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddbohhfaojjhhfnnpfohcaoailbepkpbcabaaaaaapeakaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa 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+ajaaaaaapgapbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_WorldSpaceLightPos0] +Vector 14 [unity_4LightPosX0] +Vector 15 [unity_4LightPosY0] +Vector 16 [unity_4LightPosZ0] +Vector 17 [unity_4LightAtten0] +Vector 18 [unity_LightColor0] +Vector 19 [unity_LightColor1] +Vector 20 [unity_LightColor2] +Vector 21 [unity_LightColor3] +Vector 22 [unity_SHAr] +Vector 23 [unity_SHAg] +Vector 24 [unity_SHAb] +Vector 25 [unity_SHBr] +Vector 26 [unity_SHBg] +Vector 27 [unity_SHBb] +Vector 28 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 29 [unity_Scale] +Vector 30 [_MainTex_ST] +"agal_vs +c31 1.0 0.0 0.0 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaabnaaaappabaaaaaa mul r3.xyz, a1, c29.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaaapaaaaoeabaaaaaa add r1, r1.x, c15 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaaoaaaaoeabaaaaaa add r0, r0.x, c14 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c31.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabaaaaaoeabaaaaaa add r0, r0.y, c16 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabbaaaaoeabaaaaaa mul r2, r1, c17 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaabpaaaaaaabaaaaaa add r1, r2, c31.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.z, r4, c24 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.y, r4, c23 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r2.x, r4, c22 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaabpaaaaffabaaaaaa max r0, r0, c31.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabdaaaaoeabaaaaaa mul r1.xyz, r0.y, c19 +adaaaaaaafaaahacaaaaaaaaacaaaaaabcaaaaoeabaaaaaa mul r5.xyz, r0.x, c18 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabeaaaaoeabaaaaaa mul r0.xyz, r0.z, c20 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabfaaaaoeabaaaaaa mul r1.xyz, r0.w, c21 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.z, r0, c27 +bdaaaaaaadaaacacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.y, r0, c26 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r3.x, r0, c25 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabmaaaaoeabaaaaaa mul r0.xyz, r1.w, c28 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c13, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +aaaaaaaaabaaaiacbpaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c31.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaeaaacacanaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c13, r0 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaabnaaaappabaaaaaa mul r5.xyz, r2.xyzz, c29.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacanaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c13, r1 +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaafaaadacadaaaaoeaaaaaaaaboaaaaoeabaaaaaa mul r5.xy, a3, c30 +abaaaaaaaaaaadaeafaaaafeacaaaaaaboaaaaooabaaaaaa add v0.xy, r5.xyyy, c30.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 76 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 64 instructions, 6 temp regs, 0 temp arrays: +// ALU 36 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedjpdieemlcbjeemiheoiegeohbkhdjpaeabaaaaaalabaaaaaaeaaaaaa +daaaaaaaoiafaaaaeiapaaaababaaaaaebgpgodjlaafaaaalaafaaaaaaacpopp +deafaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaagaa +abaaabaaaaaaaaaaabaaaeaaabaaacaaaaaaaaaaacaaaaaaabaaadaaaaaaaaaa +acaaacaaaiaaaeaaaaaaaaaaacaabcaaahaaamaaaaaaaaaaadaaaaaaaeaabdaa +aaaaaaaaadaaamaaajaabhaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafcaaaapka +aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac 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+aaaaiadpaaaaiadpaoaaaaakpcaabaaaacaaaaaaaceaaaaaaaaaiadpaaaaiadp +aaaaiadpaaaaiadpegaobaaaacaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa +aaaaaaaaegaobaaaadaaaaaadeaaaaakpcaabaaaaaaaaaaaegaobaaaaaaaaaaa +aceaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaa +egaobaaaacaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaafgafbaaa +aaaaaaaaegiccaaaacaaaaaaahaaaaaadcaaaaakhcaabaaaacaaaaaaegiccaaa +acaaaaaaagaaaaaaagaabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaaegiccaaaacaaaaaaaiaaaaaakgakbaaaaaaaaaaaegacbaaaacaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaacaaaaaaajaaaaaapgapbaaaaaaaaaaa +egacbaaaaaaaaaaaaaaaaaahhccabaaaaeaaaaaaegacbaaaaaaaaaaaegacbaaa +abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa +laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa +aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa +feeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaa +iaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaiaaaa +imaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +#line 452 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 433 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 436 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 440 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 444 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 448 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +#line 452 +#line 387 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 389 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 393 + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 452 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 456 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 460 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 464 + lowp float atten = 1.0; + lowp vec4 c = vec4( 0.0); + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 468 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"!!ARBvp1.0 +# 79 ALU +PARAM c[33] = { { 1, 0, 0.5 }, + state.matrix.mvp, + program.local[5..32] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEMP R4; +MUL R3.xyz, vertex.normal, c[31].w; +DP4 R0.x, vertex.position, c[6]; +ADD R1, -R0.x, c[17]; +DP3 R3.w, R3, c[6]; +DP3 R4.x, R3, c[5]; +DP3 R3.x, R3, c[7]; +MUL R2, R3.w, R1; +DP4 R0.x, vertex.position, c[5]; +ADD R0, -R0.x, c[16]; +MUL R1, R1, R1; +MOV R4.z, R3.x; +MAD R2, R4.x, R0, R2; +MOV R4.w, c[0].x; +DP4 R4.y, vertex.position, c[7]; +MAD R1, R0, R0, R1; +ADD R0, -R4.y, c[18]; +MAD R1, R0, R0, R1; +MAD R0, R3.x, R0, R2; +MUL R2, R1, c[19]; +MOV R4.y, R3.w; +RSQ R1.x, R1.x; +RSQ R1.y, R1.y; +RSQ R1.w, R1.w; +RSQ R1.z, R1.z; +MUL R0, R0, R1; +ADD R1, R2, c[0].x; +RCP R1.x, R1.x; +RCP R1.y, R1.y; +RCP R1.w, R1.w; +RCP R1.z, R1.z; +MAX R0, R0, c[0].y; +MUL R0, R0, R1; +MUL R1.xyz, R0.y, c[21]; +MAD R1.xyz, R0.x, c[20], R1; +MAD R0.xyz, R0.z, c[22], R1; +MAD R1.xyz, R0.w, c[23], R0; +MUL R0, R4.xyzz, R4.yzzx; +DP4 R3.z, R0, c[29]; +DP4 R3.y, R0, c[28]; +DP4 R3.x, R0, c[27]; +MUL R1.w, R3, R3; +MOV R0.w, c[0].x; +MAD R0.x, R4, R4, -R1.w; +DP4 R2.z, R4, c[26]; +DP4 R2.y, R4, c[25]; +DP4 R2.x, R4, c[24]; +ADD R2.xyz, R2, R3; +MUL R3.xyz, R0.x, c[30]; +ADD R3.xyz, R2, R3; +MOV R0.xyz, vertex.attrib[14]; +MUL R2.xyz, vertex.normal.zxyw, R0.yzxw; +ADD result.texcoord[3].xyz, R3, R1; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R2; +MOV R0.xyz, c[13]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[31].w, -vertex.position; +MUL R2.xyz, R1, vertex.attrib[14].w; +MOV R1, c[15]; +DP4 R3.z, R1, c[11]; +DP4 R3.x, R1, c[9]; +DP4 R3.y, R1, c[10]; +DP3 result.texcoord[1].y, R0, R2; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[4]; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].z; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[2].y, R2, R3; +DP3 result.texcoord[2].z, vertex.normal, R3; +DP3 result.texcoord[2].x, vertex.attrib[14], R3; +ADD result.texcoord[4].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[4].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[32], c[32].zwzw; +END +# 79 instructions, 5 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [_WorldSpaceLightPos0] +Vector 16 [unity_4LightPosX0] +Vector 17 [unity_4LightPosY0] +Vector 18 [unity_4LightPosZ0] +Vector 19 [unity_4LightAtten0] +Vector 20 [unity_LightColor0] +Vector 21 [unity_LightColor1] +Vector 22 [unity_LightColor2] +Vector 23 [unity_LightColor3] +Vector 24 [unity_SHAr] +Vector 25 [unity_SHAg] +Vector 26 [unity_SHAb] +Vector 27 [unity_SHBr] +Vector 28 [unity_SHBg] +Vector 29 [unity_SHBb] +Vector 30 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 31 [unity_Scale] +Vector 32 [_MainTex_ST] +"vs_2_0 +; 82 ALU +def c33, 1.00000000, 0.00000000, 0.50000000, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r3.xyz, v2, c31.w +dp4 r0.x, v0, c5 +add r1, -r0.x, c17 +dp3 r3.w, r3, c5 +dp3 r4.x, r3, c4 +dp3 r3.x, r3, c6 +mul r2, r3.w, r1 +dp4 r0.x, v0, c4 +add r0, -r0.x, c16 +mul r1, r1, r1 +mov r4.z, r3.x +mad r2, r4.x, r0, r2 +mov r4.w, c33.x +dp4 r4.y, v0, c6 +mad r1, r0, r0, r1 +add r0, -r4.y, c18 +mad r1, r0, r0, r1 +mad r0, r3.x, r0, r2 +mul r2, r1, c19 +mov r4.y, r3.w +rsq r1.x, r1.x +rsq r1.y, r1.y +rsq r1.w, r1.w +rsq r1.z, r1.z +mul r0, r0, r1 +add r1, r2, c33.x +dp4 r2.z, r4, c26 +dp4 r2.y, r4, c25 +dp4 r2.x, r4, c24 +rcp r1.x, r1.x +rcp r1.y, r1.y +rcp r1.w, r1.w +rcp r1.z, r1.z +max r0, r0, c33.y +mul r0, r0, r1 +mul r1.xyz, r0.y, c21 +mad r1.xyz, r0.x, c20, r1 +mad r0.xyz, r0.z, c22, r1 +mad r1.xyz, r0.w, c23, r0 +mul r0, r4.xyzz, r4.yzzx +mul r1.w, r3, r3 +dp4 r3.z, r0, c29 +dp4 r3.y, r0, c28 +dp4 r3.x, r0, c27 +mad r1.w, r4.x, r4.x, -r1 +mul r0.xyz, r1.w, c30 +add r2.xyz, r2, r3 +add r2.xyz, r2, r0 +add oT3.xyz, r2, r1 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r3.xyz, r0, v1.w +mov r0, c10 +dp4 r4.z, c15, r0 +mov r0, c9 +dp4 r4.y, c15, r0 +mov r1.w, c33.x +mov r1.xyz, c12 +dp4 r0.w, v0, c3 +dp4 r0.z, v0, c2 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c31.w, -v0 +mov r1, c8 +dp4 r4.x, c15, r1 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c33.z +mul r1.y, r1, c13.x +dp3 oT1.y, r2, r3 +dp3 oT2.y, r3, r4 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +dp3 oT2.z, v2, r4 +dp3 oT2.x, v1, r4 +mad oT4.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT4.zw, r0 +mad oT0.xy, v3, c32, c32.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefieceddoofgldajlpfbgnkdngnjdlfcjglfcgbabaaaaaakealaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaakeaaaaaa 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vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + highp vec4 tmpvar_6; + tmpvar_6 = (glstate_matrix_mvp * _glesVertex); + mat3 tmpvar_7; + tmpvar_7[0] = _Object2World[0].xyz; + tmpvar_7[1] = _Object2World[1].xyz; + tmpvar_7[2] = _Object2World[2].xyz; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_7 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_9 = tmpvar_1.xyz; + tmpvar_10 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_11; + tmpvar_11[0].x = tmpvar_9.x; + tmpvar_11[0].y = tmpvar_10.x; + tmpvar_11[0].z = tmpvar_2.x; + tmpvar_11[1].x = tmpvar_9.y; + tmpvar_11[1].y = tmpvar_10.y; + tmpvar_11[1].z = tmpvar_2.y; + tmpvar_11[2].x = tmpvar_9.z; + tmpvar_11[2].y = tmpvar_10.z; + tmpvar_11[2].z = tmpvar_2.z; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_11 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_12; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_14; + tmpvar_14.w = 1.0; + tmpvar_14.xyz = tmpvar_8; + mediump vec3 tmpvar_15; + mediump vec4 normal_16; + normal_16 = tmpvar_14; + highp float vC_17; + mediump vec3 x3_18; + mediump vec3 x2_19; + mediump vec3 x1_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAr, normal_16); + x1_20.x = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAg, normal_16); + x1_20.y = tmpvar_22; + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHAb, normal_16); + x1_20.z = tmpvar_23; + mediump vec4 tmpvar_24; + tmpvar_24 = (normal_16.xyzz * normal_16.yzzx); + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBr, tmpvar_24); + x2_19.x = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBg, tmpvar_24); + x2_19.y = tmpvar_26; + highp float tmpvar_27; + tmpvar_27 = dot (unity_SHBb, tmpvar_24); + x2_19.z = tmpvar_27; + mediump float tmpvar_28; + tmpvar_28 = ((normal_16.x * normal_16.x) - (normal_16.y * normal_16.y)); + vC_17 = tmpvar_28; + highp vec3 tmpvar_29; + tmpvar_29 = (unity_SHC.xyz * vC_17); + x3_18 = tmpvar_29; + tmpvar_15 = ((x1_20 + x2_19) + x3_18); + shlight_3 = tmpvar_15; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_30; + tmpvar_30 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosX0 - tmpvar_30.x); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosY0 - tmpvar_30.y); + highp vec4 tmpvar_33; + tmpvar_33 = (unity_4LightPosZ0 - tmpvar_30.z); + highp vec4 tmpvar_34; + tmpvar_34 = (((tmpvar_31 * tmpvar_31) + (tmpvar_32 * tmpvar_32)) + (tmpvar_33 * tmpvar_33)); + highp vec4 tmpvar_35; + tmpvar_35 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_31 * tmpvar_8.x) + (tmpvar_32 * tmpvar_8.y)) + (tmpvar_33 * tmpvar_8.z)) * inversesqrt(tmpvar_34))) * (1.0/((1.0 + (tmpvar_34 * unity_4LightAtten0))))); + highp vec3 tmpvar_36; + tmpvar_36 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_35.x) + (unity_LightColor[1].xyz * tmpvar_35.y)) + (unity_LightColor[2].xyz * tmpvar_35.z)) + (unity_LightColor[3].xyz * tmpvar_35.w))); + tmpvar_5 = tmpvar_36; + highp vec4 o_37; + highp vec4 tmpvar_38; + tmpvar_38 = (tmpvar_6 * 0.5); + highp vec2 tmpvar_39; + tmpvar_39.x = tmpvar_38.x; + tmpvar_39.y = (tmpvar_38.y * _ProjectionParams.x); + o_37.xy = (tmpvar_39 + tmpvar_38.w); + o_37.zw = tmpvar_6.zw; + gl_Position = tmpvar_6; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_11 * (((_World2Object * tmpvar_13).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = o_37; +} + + + +#endif +#ifdef FRAGMENT + +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_WorldSpaceLightPos0] +Vector 15 [unity_4LightPosX0] +Vector 16 [unity_4LightPosY0] +Vector 17 [unity_4LightPosZ0] +Vector 18 [unity_4LightAtten0] +Vector 19 [unity_LightColor0] +Vector 20 [unity_LightColor1] +Vector 21 [unity_LightColor2] +Vector 22 [unity_LightColor3] +Vector 23 [unity_SHAr] +Vector 24 [unity_SHAg] +Vector 25 [unity_SHAb] +Vector 26 [unity_SHBr] +Vector 27 [unity_SHBg] +Vector 28 [unity_SHBb] +Vector 29 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 30 [unity_Scale] +Vector 31 [unity_NPOTScale] +Vector 32 [_MainTex_ST] +"agal_vs +c33 1.0 0.0 0.5 0.0 +[bc] +adaaaaaaadaaahacabaaaaoeaaaaaaaaboaaaappabaaaaaa mul r3.xyz, a1, c30.w +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5 +bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x +abaaaaaaabaaapacabaaaaaaacaaaaaabaaaaaoeabaaaaaa add r1, r1.x, c16 +bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5 +bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4 +bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6 +adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x +abaaaaaaaaaaapacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa add r0, r0.x, c15 +adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1 +aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x +adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0 +abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2 +aaaaaaaaaeaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c33.x +bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y +abaaaaaaaaaaapacaaaaaaffacaaaaaabbaaaaoeabaaaaaa add r0, r0.y, c17 +adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0 +abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1 +adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0 +abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2 +adaaaaaaacaaapacabaaaaoeacaaaaaabcaaaaoeabaaaaaa mul r2, r1, c18 +aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w +akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x +akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y +akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w +akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +abaaaaaaabaaapacacaaaaoeacaaaaaacbaaaaaaabaaaaaa add r1, r2, c33.x +bdaaaaaaacaaaeacaeaaaaoeacaaaaaabjaaaaoeabaaaaaa dp4 r2.z, r4, c25 +bdaaaaaaacaaacacaeaaaaoeacaaaaaabiaaaaoeabaaaaaa dp4 r2.y, r4, c24 +bdaaaaaaacaaabacaeaaaaoeacaaaaaabhaaaaoeabaaaaaa dp4 r2.x, r4, c23 +afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x +afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y +afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w +afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z +ahaaaaaaaaaaapacaaaaaaoeacaaaaaacbaaaaffabaaaaaa max r0, r0, c33.y +adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1 +adaaaaaaabaaahacaaaaaaffacaaaaaabeaaaaoeabaaaaaa mul r1.xyz, r0.y, c20 +adaaaaaaafaaahacaaaaaaaaacaaaaaabdaaaaoeabaaaaaa mul r5.xyz, r0.x, c19 +abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz +adaaaaaaaaaaahacaaaaaakkacaaaaaabfaaaaoeabaaaaaa mul r0.xyz, r0.z, c21 +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +adaaaaaaabaaahacaaaaaappacaaaaaabgaaaaoeabaaaaaa mul r1.xyz, r0.w, c22 +abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz +adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx +adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w +bdaaaaaaadaaaeacaaaaaaoeacaaaaaabmaaaaoeabaaaaaa dp4 r3.z, r0, c28 +bdaaaaaaadaaacacaaaaaaoeacaaaaaablaaaaoeabaaaaaa dp4 r3.y, r0, c27 +bdaaaaaaadaaabacaaaaaaoeacaaaaaabkaaaaoeabaaaaaa dp4 r3.x, r0, c26 +adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x +acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w +adaaaaaaaaaaahacabaaaappacaaaaaabnaaaaoeabaaaaaa mul r0.xyz, r1.w, c29 +abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz +abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz +abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaafaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r5.xyz, a1.yzxw, r0.zxyy +acaaaaaaaaaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa sub r0.xyz, r5.xyzz, r1.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaafaaaappaaaaaaaa mul r3.xyz, r0.xyzz, a5.w +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaaeaaaeacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.z, c14, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaaeaaacacaoaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r4.y, c14, r0 +aaaaaaaaabaaaiaccbaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r1.w, c33.x +aaaaaaaaabaaahacamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1.xyz, c12 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.z, a0, c2 +bdaaaaaaacaaaeacabaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r1, c10 +bdaaaaaaacaaabacabaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r1, c8 +bdaaaaaaacaaacacabaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r1, c9 +adaaaaaaafaaahacacaaaakeacaaaaaaboaaaappabaaaaaa mul r5.xyz, r2.xyzz, c30.w +acaaaaaaacaaahacafaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r2.xyz, r5.xyzz, a0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaaeaaabacaoaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r4.x, c14, r1 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1 +adaaaaaaabaaahacaaaaaapeacaaaaaacbaaaakkabaaaaaa mul r1.xyz, r0.xyww, c33.z +adaaaaaaabaaacacabaaaaffacaaaaaaanaaaaaaabaaaaaa mul r1.y, r1.y, c13.x +abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z +bcaaaaaaabaaacaeacaaaakeacaaaaaaadaaaakeacaaaaaa dp3 v1.y, r2.xyzz, r3.xyzz +bcaaaaaaacaaacaeadaaaakeacaaaaaaaeaaaakeacaaaaaa dp3 v2.y, r3.xyzz, r4.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaacaaaakeacaaaaaa dp3 v1.z, a1, r2.xyzz +bcaaaaaaabaaabaeacaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r2.xyzz, a5 +bcaaaaaaacaaaeaeabaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.z, a1, r4.xyzz +bcaaaaaaacaaabaeafaaaaoeaaaaaaaaaeaaaakeacaaaaaa dp3 v2.x, a5, r4.xyzz +adaaaaaaaeaaadaeabaaaafeacaaaaaabpaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c31 +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw +adaaaaaaafaaadacadaaaaoeaaaaaaaacaaaaaoeabaaaaaa mul r5.xy, a3, c32 +abaaaaaaaaaaadaeafaaaafeacaaaaaacaaaaaooabaaaaaa add v0.xy, r5.xyyy, c32.zwzw +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +Vector 32 [unity_4LightPosX0] 4 +Vector 48 [unity_4LightPosY0] 4 +Vector 64 [unity_4LightPosZ0] 4 +Vector 80 [unity_4LightAtten0] 4 +Vector 96 [unity_LightColor0] 4 +Vector 112 [unity_LightColor1] 4 +Vector 128 [unity_LightColor2] 4 +Vector 144 [unity_LightColor3] 4 +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 69 instructions, 7 temp regs, 0 temp arrays: +// ALU 39 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedeijhfjpgkdaomakhjhkcbakpppkfkondabaaaaaakmbbaaaaaeaaaaaa 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m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 462 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 445 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 449 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 453 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 457 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform sampler2D _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 462 +#line 395 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 397 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 401 + return c; +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x; + mediump float lightShadowDataX = _LightShadowData.x; + #line 388 + return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX); +} +#line 462 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 466 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 470 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 474 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 478 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_7 = tmpvar_1.xyz; + tmpvar_8 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_9; + tmpvar_9[0].x = tmpvar_7.x; + tmpvar_9[0].y = tmpvar_8.x; + tmpvar_9[0].z = tmpvar_2.x; + tmpvar_9[1].x = tmpvar_7.y; + tmpvar_9[1].y = tmpvar_8.y; + tmpvar_9[1].z = tmpvar_2.y; + tmpvar_9[2].x = tmpvar_7.z; + tmpvar_9[2].y = tmpvar_8.z; + tmpvar_9[2].z = tmpvar_2.z; + highp vec3 tmpvar_10; + tmpvar_10 = (tmpvar_9 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_10; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_13; + mediump vec4 normal_14; + normal_14 = tmpvar_12; + highp float vC_15; + mediump vec3 x3_16; + mediump vec3 x2_17; + mediump vec3 x1_18; + highp float tmpvar_19; + tmpvar_19 = dot (unity_SHAr, normal_14); + x1_18.x = tmpvar_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAg, normal_14); + x1_18.y = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAb, normal_14); + x1_18.z = tmpvar_21; + mediump vec4 tmpvar_22; + tmpvar_22 = (normal_14.xyzz * normal_14.yzzx); + highp float tmpvar_23; + tmpvar_23 = dot (unity_SHBr, tmpvar_22); + x2_17.x = tmpvar_23; + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBg, tmpvar_22); + x2_17.y = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBb, tmpvar_22); + x2_17.z = tmpvar_25; + mediump float tmpvar_26; + tmpvar_26 = ((normal_14.x * normal_14.x) - (normal_14.y * normal_14.y)); + vC_15 = tmpvar_26; + highp vec3 tmpvar_27; + tmpvar_27 = (unity_SHC.xyz * vC_15); + x3_16 = tmpvar_27; + tmpvar_13 = ((x1_18 + x2_17) + x3_16); + shlight_3 = tmpvar_13; + tmpvar_5 = shlight_3; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_9 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 445 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 449 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 453 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 458 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 395 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 397 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 401 + return c; +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 460 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 462 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 466 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 470 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 474 + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + highp vec4 tmpvar_6; + tmpvar_6.w = 1.0; + tmpvar_6.xyz = _WorldSpaceCameraPos; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD3; +varying highp vec2 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D unity_Lightmap; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +uniform lowp sampler2DShadow _ShadowMapTexture; +uniform highp vec4 _LightShadowData; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + lowp float shadow_12; + lowp float tmpvar_13; + tmpvar_13 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz); + highp float tmpvar_14; + tmpvar_14 = (_LightShadowData.x + (tmpvar_13 * (1.0 - _LightShadowData.x))); + shadow_12 = tmpvar_14; + c_1.xyz = (tmpvar_2 * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_12 * 2.0)))); + c_1.w = tmpvar_4; + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 440 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + #line 444 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + #line 448 + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + #line 452 + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + o.viewDir = viewDirForLight; + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + #line 456 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +out highp vec4 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec2(xl_retval.lmap); + xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec2 lmap; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 440 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +uniform sampler2D unity_Lightmap; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 459 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 461 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + #line 465 + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + #line 469 + o.Gloss = 0.0; + surf( surfIN, o); + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + #line 473 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec3 lm = DecodeLightmap( lmtex); + c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0)))); + c.w = o.Alpha; + #line 477 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +in highp vec4 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lmap = vec2(xlv_TEXCOORD2); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES + + +#ifdef VERTEX + +#extension GL_EXT_shadow_samplers : enable +varying highp vec4 xlv_TEXCOORD4; +varying lowp vec3 xlv_TEXCOORD3; +varying lowp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_4LightPosZ0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosX0; +uniform lowp vec4 _WorldSpaceLightPos0; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 shlight_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + mat3 tmpvar_6; + tmpvar_6[0] = _Object2World[0].xyz; + tmpvar_6[1] = _Object2World[1].xyz; + tmpvar_6[2] = _Object2World[2].xyz; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (tmpvar_2 * unity_Scale.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_4 = tmpvar_11; + highp vec4 tmpvar_12; + tmpvar_12.w = 1.0; + tmpvar_12.xyz = _WorldSpaceCameraPos; + highp vec4 tmpvar_13; + tmpvar_13.w = 1.0; + tmpvar_13.xyz = tmpvar_7; + mediump vec3 tmpvar_14; + mediump vec4 normal_15; + normal_15 = tmpvar_13; + highp float vC_16; + mediump vec3 x3_17; + mediump vec3 x2_18; + mediump vec3 x1_19; + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHAr, normal_15); + x1_19.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHAg, normal_15); + x1_19.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHAb, normal_15); + x1_19.z = tmpvar_22; + mediump vec4 tmpvar_23; + tmpvar_23 = (normal_15.xyzz * normal_15.yzzx); + highp float tmpvar_24; + tmpvar_24 = dot (unity_SHBr, tmpvar_23); + x2_18.x = tmpvar_24; + highp float tmpvar_25; + tmpvar_25 = dot (unity_SHBg, tmpvar_23); + x2_18.y = tmpvar_25; + highp float tmpvar_26; + tmpvar_26 = dot (unity_SHBb, tmpvar_23); + x2_18.z = tmpvar_26; + mediump float tmpvar_27; + tmpvar_27 = ((normal_15.x * normal_15.x) - (normal_15.y * normal_15.y)); + vC_16 = tmpvar_27; + highp vec3 tmpvar_28; + tmpvar_28 = (unity_SHC.xyz * vC_16); + x3_17 = tmpvar_28; + tmpvar_14 = ((x1_19 + x2_18) + x3_17); + shlight_3 = tmpvar_14; + tmpvar_5 = shlight_3; + highp vec3 tmpvar_29; + tmpvar_29 = (_Object2World * _glesVertex).xyz; + highp vec4 tmpvar_30; + tmpvar_30 = (unity_4LightPosX0 - tmpvar_29.x); + highp vec4 tmpvar_31; + tmpvar_31 = (unity_4LightPosY0 - tmpvar_29.y); + highp vec4 tmpvar_32; + tmpvar_32 = (unity_4LightPosZ0 - tmpvar_29.z); + highp vec4 tmpvar_33; + tmpvar_33 = (((tmpvar_30 * tmpvar_30) + (tmpvar_31 * tmpvar_31)) + (tmpvar_32 * tmpvar_32)); + highp vec4 tmpvar_34; + tmpvar_34 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_30 * tmpvar_7.x) + (tmpvar_31 * tmpvar_7.y)) + (tmpvar_32 * tmpvar_7.z)) * inversesqrt(tmpvar_33))) * (1.0/((1.0 + (tmpvar_33 * unity_4LightAtten0))))); + highp vec3 tmpvar_35; + tmpvar_35 = (tmpvar_5 + ((((unity_LightColor[0].xyz * tmpvar_34.x) + (unity_LightColor[1].xyz * tmpvar_34.y)) + (unity_LightColor[2].xyz * tmpvar_34.z)) + (unity_LightColor[3].xyz * tmpvar_34.w))); + tmpvar_5 = tmpvar_35; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = tmpvar_4; + xlv_TEXCOORD3 = tmpvar_5; + xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +#extension GL_EXT_shadow_samplers : enable +varying lowp vec3 xlv_TEXCOORD3; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + lowp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp float tmpvar_4; + mediump float rim_5; + highp vec4 color_6; + lowp vec4 tmpvar_7; + tmpvar_7 = texture2D (_MainTex, xlv_TEXCOORD0); + color_6 = tmpvar_7; + highp float tmpvar_8; + tmpvar_8 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_5 = tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_9 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_10; + tmpvar_10 = (_Color.xyz * color_6.xyz); + tmpvar_2 = tmpvar_10; + tmpvar_3 = tmpvar_9; + highp vec3 tmpvar_11; + tmpvar_11 = (tmpvar_3 * _Opacity); + tmpvar_3 = tmpvar_11; + tmpvar_4 = _Opacity; + mediump vec4 c_12; + c_12.xyz = tmpvar_2; + c_12.w = tmpvar_4; + c_1 = c_12; + c_1.xyz = (c_1.xyz + (tmpvar_2 * xlv_TEXCOORD3)); + c_1.xyz = (c_1.xyz + tmpvar_3); + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 462 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 95 +highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) { + highp vec4 toLightX = (lightPosX - pos.x); + highp vec4 toLightY = (lightPosY - pos.y); + #line 99 + highp vec4 toLightZ = (lightPosZ - pos.z); + highp vec4 lengthSq = vec4( 0.0); + lengthSq += (toLightX * toLightX); + lengthSq += (toLightY * toLightY); + #line 103 + lengthSq += (toLightZ * toLightZ); + highp vec4 ndotl = vec4( 0.0); + ndotl += (toLightX * normal.x); + ndotl += (toLightY * normal.y); + #line 107 + ndotl += (toLightZ * normal.z); + highp vec4 corr = inversesqrt(lengthSq); + ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr)); + highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq))); + #line 111 + highp vec4 diff = (ndotl * atten); + highp vec3 col = vec3( 0.0); + col += (lightColor0 * diff.x); + col += (lightColor1 * diff.y); + #line 115 + col += (lightColor2 * diff.z); + col += (lightColor3 * diff.w); + return col; +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 442 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 445 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 449 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + highp vec3 viewDirForLight = (rotation * ObjSpaceViewDir( v.vertex)); + #line 453 + o.viewDir = viewDirForLight; + highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0)); + o.vlight = shlight; + highp vec3 worldPos = (_Object2World * v.vertex).xyz; + #line 457 + o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN); + o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out lowp vec3 xlv_TEXCOORD2; +out lowp vec3 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec3(xl_retval.lightDir); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); + xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); } +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 410 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 431 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + lowp vec3 lightDir; + lowp vec3 vlight; + highp vec4 _ShadowCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform highp vec4 _ShadowOffsets[4]; +uniform lowp sampler2DShadow _ShadowMapTexture; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 392 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 417 +#line 441 +uniform highp vec4 _MainTex_ST; +#line 462 +#line 395 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 397 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 401 + return c; +} +#line 417 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 421 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 425 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 429 + o.Alpha = _Opacity; +} +#line 384 +lowp float unitySampleShadow( in highp vec4 shadowCoord ) { + lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz); + shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x))); + #line 388 + return shadow; +} +#line 462 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 466 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 470 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 474 + lowp float atten = unitySampleShadow( IN._ShadowCoord); + lowp vec4 c = vec4( 0.0); + c = LightingUnlit( o, IN.lightDir, atten); + c.xyz += (o.Albedo * IN.vlight); + #line 478 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in lowp vec3 xlv_TEXCOORD2; +in lowp vec3 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.lightDir = vec3(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 4 +// opengl - ALU: 12 to 21, TEX: 1 to 3 +// d3d9 - ALU: 15 to 22, TEX: 1 to 3 +// d3d11 - ALU: 10 to 19, TEX: 1 to 3, FLOW: 1 to 1 +// d3d11_9x - ALU: 10 to 19, TEX: 1 to 3, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R0.w, c[3]; +MAD R0.xyz, R0, fragment.texcoord[3], R0; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 15 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r1.xyz, r2, c0 +mul r0.xyz, r0, c3.w +mad_pp r1.xyz, r1, t3, r1 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbkmdebobkhbdojlhijaoicbdljildjnfabaaaaaabeadaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcamacaaaaeaaaaaaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaaeaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaa +egiccaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaa +egbcbaaaaeaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaa +aaaaaaaaagiacaaaaaaaaaaaaeaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"agal_ps +c4 1.0 0.0 0.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z +abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4 +alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaabaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r2.xyzz, c0 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +adaaaaaaacaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r1.xyzz, v3 +abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 112 // 96 used size, 8 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedahdjlecjcllnpdhmffonjnkamlipllkoabaaaaaahaaeaaaaaeaaaaaa +daaaaaaaiiabaaaajmadaaaadmaeaaaaebgpgodjfaabaaaafaabaaaaaaacpppp +bmabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapia +aaaaoelaaaaioekaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiia +aaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappib +adaaaakacaaaaaadabaaaiiaaaaappiaabaaffkaafaaaaadabaaahiaabaappia +acaaoekaafaaaaadabaachiaabaaoeiaacaappkaafaaaaadaaaachiaaaaaoeia +aaaaoekaaeaaaaaeaaaachiaaaaaoeiaadaaoelaaaaaoeiaaeaaaaaeaaaachia +abaaoeiaabaaaakaaaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcamacaaaaeaaaaaaaidaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaafaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaadaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaegacbaaaabaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaabejfdeheo +jiaaaaaaafaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaimaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +ahahaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 15 ALU, 2 TEX +PARAM c[5] = { program.local[0..3], + { 8, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEX R0, fragment.texcoord[2], texture[1], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R1.w, R1.w; +MUL_SAT R1.w, R1, fragment.texcoord[1].z; +ADD R1.w, -R1, c[4].y; +POW R1.w, R1.w, c[2].x; +MUL R2.xyz, R1.w, c[3]; +MUL R2.xyz, R2, c[3].w; +MUL R0.xyz, R0.w, R0; +MUL R1.xyz, R1, c[0]; +MUL R2.xyz, R2, c[1].x; +MUL R0.xyz, R0, R1; +MAD result.color.xyz, R0, c[4].x, R2; +MOV result.color.w, c[1].x; +END +# 15 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"ps_2_0 +; 17 ALU, 2 TEX +dcl_2d s0 +dcl_2d s1 +def c4, 1.00000000, 8.00000000, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +texld r1, t2, s1 +texld r3, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r2.w, r0.x, c2.x +mov_pp r0.x, r2.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +mul r2.xyz, r3, c0 +mul_pp r1.xyz, r1.w, r1 +mul_pp r1.xyz, r1, r2 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1.x +mad_pp r0.xyz, r1, c4.y, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecediocbnlkpolnpkakecejdbllfflbaefndabaaaaaagmadaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefchmacaaaaeaaaaaaajpaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +gcbaaaaddcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaa +acaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +agiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaa +eghobaaaabaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa +abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa +pgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaa +aaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaaaaaaaaaadaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [unity_Lightmap] 2D +"agal_ps +c4 1.0 8.0 0.0 0.0 +[bc] +ciaaaaaaabaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r1, v2, s1 <2d wrap linear point> +ciaaaaaaadaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r3, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.z, r0.z +abaaaaaaaaaaabacacaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.z, c4 +alaaaaaaacaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r2, r0.x, c2.x +aaaaaaaaaaaaabacacaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r2.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +adaaaaaaacaaahacadaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r3.xyzz, c0 +adaaaaaaabaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r1.w, r1.xyzz +adaaaaaaabaaahacabaaaakeacaaaaaaacaaaakeacaaaaaa mul r1.xyz, r1.xyzz, r2.xyzz +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaabaaahacabaaaakeacaaaaaaaeaaaaffabaaaaaa mul r1.xyz, r1.xyzz, c4.y +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +SetTexture 1 [unity_Lightmap] 2D 1 +// 18 instructions, 3 temp regs, 0 temp arrays: +// ALU 13 float, 0 int, 0 uint +// TEX 2 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedkjhhbnmclppoodpbolpfpioickakgppmabaaaaaaaeafaaaaaeaaaaaa +daaaaaaameabaaaaeiaeaaaanaaeaaaaebgpgodjimabaaaaimabaaaaaaacpppp +feabaaaadiaaaaaaabaacmaaaaaadiaaaaaadiaaacaaceaaaaaadiaaaaaaaaaa +abababaaaaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadp +aaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia +abaaahlabpaaaaacaaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaabiaaaaappiaafaaaaadaaaabbia +aaaaaaiaabaakklaacaaaaadaaaacbiaaaaaaaibadaaaakacaaaaaadabaaaiia +aaaaaaiaabaaffkaafaaaaadaaaaahiaabaappiaacaaoekaafaaaaadaaaachia +aaaaoeiaacaappkaafaaaaadaaaachiaaaaaoeiaabaaaakaabaaaaacabaaadia +aaaabllaecaaaaadabaacpiaabaaoeiaabaioekaecaaaaadacaaapiaaaaaoela +aaaioekaafaaaaadaaaaciiaabaappiaadaaffkaafaaaaadabaachiaabaaoeia +aaaappiaafaaaaadacaachiaacaaoeiaaaaaoekaaeaaaaaeaaaachiaacaaoeia +abaaoeiaaaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeia +ppppaaaafdeieefchmacaaaaeaaaaaaajpaaaaaafjaaaaaeegiocaaaaaaaaaaa +agaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaabaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaabaaaaaa +abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa +aaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaa +aaaaaaaaadaaaaaadcaaaaajhccabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa +abaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaa +aeaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaa +abaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +abaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaaamamaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaafdfgfpfaepfdejfe +ejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaa +caaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgf +heaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 12 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R0.w, c[3]; +MAD R0.xyz, R0, fragment.texcoord[3], R0; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 12 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 15 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +dcl t3.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r1.xyz, r2, c0 +mul r0.xyz, r0, c3.w +mad_pp r1.xyz, r1, t3, r1 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 112 [_Color] 4 +Float 128 [_Opacity] +Float 132 [_RimFalloff] +Vector 144 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedpecnfnjaokdpdmjgbjmicjdhecoajffnabaaaaaacmadaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaakeaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahahaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcamacaaaa +eaaaaaaaidaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagcbaaaadhcbabaaaaeaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaa +egbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaah +bcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaa +aaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaa +bkiacaaaaaaaaaaaaiaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaajaaaaaa +diaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaajaaaaaa +efaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaa +aaaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa +ahaaaaaadcaaaaajhcaabaaaabaaaaaaegacbaaaabaaaaaaegbcbaaaaeaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaaiaaaaaaegacbaaaabaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaiaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"agal_ps +c4 1.0 0.0 0.0 0.0 +[bc] +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaabaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r1.z, r0.z +abaaaaaaaaaaabacabaaaakkacaaaaaaaeaaaaoeabaaaaaa add r0.x, r1.z, c4 +alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaabaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r2.xyzz, c0 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +adaaaaaaacaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r2.xyz, r1.xyzz, v3 +abaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 176 // 160 used size, 9 vars +Vector 112 [_Color] 4 +Float 128 [_Opacity] +Float 132 [_RimFalloff] +Vector 144 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 15 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedcendkdjidkkpdknoibfhpbalcgjfcembabaaaaaaiiaeaaaaaeaaaaaa +daaaaaaaiiabaaaajmadaaaafeaeaaaaebgpgodjfaabaaaafaabaaaaaaacpppp +bmabaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaahaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaaiaadaachlabpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapia +aaaaoelaaaaioekaaiaaaaadaaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiia +aaaappiaafaaaaadaaaabiiaaaaappiaabaakklaacaaaaadaaaaciiaaaaappib +adaaaakacaaaaaadabaaaiiaaaaappiaabaaffkaafaaaaadabaaahiaabaappia +acaaoekaafaaaaadabaachiaabaaoeiaacaappkaafaaaaadaaaachiaaaaaoeia +aaaaoekaaeaaaaaeaaaachiaaaaaoeiaadaaoelaaaaaoeiaaeaaaaaeaaaachia +abaaoeiaabaaaakaaaaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcamacaaaaeaaaaaaaidaaaaaafjaaaaaeegiocaaa +aaaaaaaaakaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaad +hcbabaaaaeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaah +bcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +ckbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaa +abeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +bcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaiaaaaaabjaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaa +aaaaaaaaegiccaaaaaaaaaaaajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgipcaaaaaaaaaaaajaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa +egacbaaaabaaaaaaegiccaaaaaaaaaaaahaaaaaadcaaaaajhcaabaaaabaaaaaa +egacbaaaabaaaaaaegbcbaaaaeaaaaaaegacbaaaabaaaaaadcaaaaakhccabaaa +aaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaiaaaaaaegacbaaaabaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaiaaaaaadoaaaaabejfdeheo +laaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaakeaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaakeaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaaaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaa +ahahaaaakeaaaaaaaeaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 21 ALU, 3 TEX +PARAM c[5] = { program.local[0..3], + { 8, 2, 1 } }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +TEX R0, fragment.texcoord[2], texture[2], 2D; +TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; +TXP R2.x, fragment.texcoord[3], texture[1], 2D; +MUL R3.xyz, R0.w, R0; +MUL R0.xyz, R0, R2.x; +DP3 R1.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R1.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].z; +MUL R3.xyz, R3, c[4].x; +MUL R0.xyz, R0, c[4].y; +MIN R2.yzw, R3.xxyz, R0.xxyz; +POW R0.w, R0.w, c[2].x; +MUL R0.xyz, R0.w, c[3]; +MUL R3.xyz, R3, R2.x; +MUL R0.xyz, R0, c[3].w; +MAX R2.xyz, R2.yzww, R3; +MUL R0.xyz, R0, c[1].x; +MUL R1.xyz, R1, c[0]; +MAD result.color.xyz, R1, R2, R0; +MOV result.color.w, c[1].x; +END +# 21 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"ps_2_0 +; 22 ALU, 3 TEX +dcl_2d s0 +dcl_2d s1 +dcl_2d s2 +def c4, 1.00000000, 8.00000000, 2.00000000, 0 +dcl t0.xy +dcl t1.xyz +dcl t2.xy +dcl t3 +texldp r3, t3, s1 +texld r2, t0, s0 +texld r1, t2, s2 +mul_pp r4.xyz, r1, r3.x +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +mul_pp r5.xyz, r1.w, r1 +pow_pp r1.w, r0.x, c2.x +mul_pp r0.xyz, r5, c4.y +mul_pp r4.xyz, r4, c4.z +min_pp r4.xyz, r0, r4 +mul_pp r3.xyz, r0, r3.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +max_pp r1.xyz, r4, r3 +mul r2.xyz, r2, c0 +mul_pp r0.xyz, r0, c1.x +mov_pp r0.w, c1.x +mad_pp r0.xyz, r2, r1, r0 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 160 used size, 10 vars +Vector 112 [_Color] 4 +Float 128 [_Opacity] +Float 132 [_RimFalloff] +Vector 144 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedllfejbaefplnjjpebfpfiegobjmbndpmabaaaaaahiaeaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefchaadaaaaeaaaaaaanmaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaa +fkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaa +acaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa +ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadmcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa +adaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaa +aaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaa +acaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa +aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa +aaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaiaaaaaabjaaaaafbcaabaaa +aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa +egiccaaaaaaaaaaaajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgipcaaaaaaaaaaaajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa +agiacaaaaaaaaaaaaiaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaa +pgbpbaaaadaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaa +abaaaaaaaagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaa +akaabaaaabaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaa +acaaaaaaaagabaaaacaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaa +agajbaaaacaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaa +aaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaa +ddaaaaahocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaah +hcaabaaaacaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaa +abaaaaaajgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaa +acaaaaaaegacbaaaacaaaaaaegiccaaaaaaaaaaaahaaaaaadcaaaaajhccabaaa +aaaaaaaaegacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaag +iccabaaaaaaaaaaaakiacaaaaaaaaaaaaiaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +SetTexture 1 [_ShadowMapTexture] 2D +SetTexture 2 [unity_Lightmap] 2D +"agal_ps +c4 1.0 8.0 2.0 0.0 +[bc] +aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w +ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point> +ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point> +ciaaaaaaabaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r1, v2, s2 <2d wrap linear point> +adaaaaaaaeaaahacabaaaakeacaaaaaaadaaaaaaacaaaaaa mul r4.xyz, r1.xyzz, r3.x +bcaaaaaaaaaaabacabaaaaoeaeaaaaaaabaaaaoeaeaaaaaa dp3 r0.x, v1, v1 +akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x +adaaaaaaaaaaaeacaaaaaaaaacaaaaaaabaaaaoeaeaaaaaa mul r0.z, r0.x, v1 +bgaaaaaaaaaaaeacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa sat r0.z, r0.z +bfaaaaaaacaaaiacaaaaaakkacaaaaaaaaaaaaaaaaaaaaaa neg r2.w, r0.z +abaaaaaaaaaaabacacaaaappacaaaaaaaeaaaaoeabaaaaaa add r0.x, r2.w, c4 +adaaaaaaafaaahacabaaaappacaaaaaaabaaaakeacaaaaaa mul r5.xyz, r1.w, r1.xyzz +alaaaaaaabaaapacaaaaaaaaacaaaaaaacaaaaaaabaaaaaa pow r1, r0.x, c2.x +adaaaaaaaaaaahacafaaaakeacaaaaaaaeaaaaffabaaaaaa mul r0.xyz, r5.xyzz, c4.y +adaaaaaaaeaaahacaeaaaakeacaaaaaaaeaaaakkabaaaaaa mul r4.xyz, r4.xyzz, c4.z +agaaaaaaaeaaahacaaaaaakeacaaaaaaaeaaaakeacaaaaaa min r4.xyz, r0.xyzz, r4.xyzz +adaaaaaaadaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r3.xyz, r0.xyzz, r3.x +aaaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.x, r1.x +adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa mul r0.xyz, r0.x, c3 +adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaappabaaaaaa mul r0.xyz, r0.xyzz, c3.w +ahaaaaaaabaaahacaeaaaakeacaaaaaaadaaaakeacaaaaaa max r1.xyz, r4.xyzz, r3.xyzz +adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0 +adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +adaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa mul r1.xyz, r2.xyzz, r1.xyzz +abaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r1.xyzz, r0.xyzz +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +ConstBuffer "$Globals" 192 // 160 used size, 10 vars +Vector 112 [_Color] 4 +Float 128 [_Opacity] +Float 132 [_RimFalloff] +Vector 144 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 1 +SetTexture 1 [_ShadowMapTexture] 2D 0 +SetTexture 2 [unity_Lightmap] 2D 2 +// 25 instructions, 3 temp regs, 0 temp arrays: +// ALU 19 float, 0 int, 0 uint +// TEX 3 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedoiigodheiilolpfnooijofhhhapgflonabaaaaaakiagaaaaaeaaaaaa +daaaaaaafmacaaaaneafaaaaheagaaaaebgpgodjceacaaaaceacaaaaaaacpppp +oiabaaaadmaaaaaaabaadaaaaaaadmaaaaaadmaaadaaceaaaaaadmaaabaaaaaa +aaababaaacacacaaaaaaahaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapka +aaaaiadpaaaaaaebaaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaac +aaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaaplabpaaaaacaaaaaajaaaaiapka +bpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapkaagaaaaacaaaaaiia +acaapplaafaaaaadaaaaadiaaaaappiaacaaoelaabaaaaacabaaadiaaaaablla +ecaaaaadaaaacpiaaaaaoeiaaaaioekaecaaaaadabaacpiaabaaoeiaacaioeka +ecaaaaadacaaapiaaaaaoelaabaioekaacaaaaadacaaciiaaaaaaaiaaaaaaaia +afaaaaadaaaacoiaabaabliaacaappiaafaaaaadabaaciiaabaappiaadaaffka +afaaaaadabaachiaabaaoeiaabaappiaakaaaaadadaachiaaaaabliaabaaoeia +afaaaaadaaaachiaaaaaaaiaabaaoeiaalaaaaadabaachiaadaaoeiaaaaaoeia +aiaaaaadabaaaiiaabaaoelaabaaoelaahaaaaacabaaaiiaabaappiaafaaaaad +abaabiiaabaappiaabaakklaacaaaaadabaaciiaabaappibadaaaakacaaaaaad +acaaaiiaabaappiaabaaffkaafaaaaadaaaaahiaacaappiaacaaoekaafaaaaad +aaaachiaaaaaoeiaacaappkaafaaaaadaaaachiaaaaaoeiaabaaaakaafaaaaad +acaachiaacaaoeiaaaaaoekaaeaaaaaeaaaachiaacaaoeiaabaaoeiaaaaaoeia +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +haadaaaaeaaaaaaanmaaaaaafjaaaaaeegiocaaaaaaaaaaaakaaaaaafkaaaaad +aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa +fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa +fibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaad +mcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaa +gfaaaaadpccabaaaaaaaaaaagiaaaaacadaaaaaabaaaaaahbcaabaaaaaaaaaaa +egbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaa +aaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp +cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaa +akaabaaaaaaaaaaabkiacaaaaaaaaaaaaiaaaaaabjaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaa +aaaaaaaaajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaaajaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaa +aaaaaaaaaiaaaaaaaoaaaaahdcaabaaaabaaaaaaegbabaaaadaaaaaapgbpbaaa +adaaaaaaefaaaaajpcaabaaaabaaaaaaegaabaaaabaaaaaaeghobaaaabaaaaaa +aagabaaaaaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaabaaaaaaakaabaaa +abaaaaaaefaaaaajpcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaacaaaaaa +aagabaaaacaaaaaadiaaaaahocaabaaaabaaaaaapgapbaaaaaaaaaaaagajbaaa +acaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaeb +diaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaddaaaaah +ocaabaaaabaaaaaafgaobaaaabaaaaaaagajbaaaacaaaaaadiaaaaahhcaabaaa +acaaaaaaagaabaaaabaaaaaaegacbaaaacaaaaaadeaaaaahhcaabaaaabaaaaaa +jgahbaaaabaaaaaaegacbaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaa +abaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaaihcaabaaaacaaaaaa +egacbaaaacaaaaaaegiccaaaaaaaaaaaahaaaaaadcaaaaajhccabaaaaaaaaaaa +egacbaaaacaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaa +aaaaaaaaakiacaaaaaaaaaaaaiaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaimaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamamaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaadaaaaaaapalaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" } +"!!GLES3" +} + +} + } + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One Fog { Color (0,0,0,0) } +Program "vp" { +// Vertex combos: 5 +// opengl - ALU: 16 to 25 +// d3d9 - ALU: 19 to 28 +// d3d11 - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 7 to 9, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeenncibhigehenjkpmcdkpclmhkifekabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa +ogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedhijjfgkoamcjjmnmmmoohkcfnlakcpllabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaakaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaahiaaaaaffiaacaaoekaaeaaaaae +abaaahiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaahoaaeaaoekaaaaappiaaaaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadhccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 404 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 425 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 411 +#line 433 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 434 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 437 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 445 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 404 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 425 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 411 +#line 433 +uniform highp vec4 _MainTex_ST; +#line 389 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 392 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 411 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 415 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 419 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 423 + o.Alpha = _Opacity; +} +#line 447 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 449 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 453 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 457 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingUnlit( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0)); + c.w = 0.0; + #line 461 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 9 [_WorldSpaceLightPos0] +Matrix 5 [_World2Object] +Vector 10 [_MainTex_ST] +"!!ARBvp1.0 +# 16 ALU +PARAM c[11] = { program.local[0], + state.matrix.mvp, + program.local[5..10] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[9]; +DP4 R2.z, R1, c[7]; +DP4 R2.y, R1, c[6]; +DP4 R2.x, R1, c[5]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R2, R0; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 16 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"vs_2_0 +; 19 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c6 +dp4 r3.z, c8, r0 +mul r2.xyz, r1, v1.w +mov r0, c5 +mov r1, c4 +dp4 r3.y, c8, r0 +dp4 r3.x, c8, r1 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +mad oT0.xy, v3, c9, c9.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjjghkjjallcbhmppklbklnbflgcofenpabaaaaaaciaeaaaaadaaaaaa +cmaaaaaapeaaaaaageabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklfdeieefclmacaaaaeaaaabaakpaaaaaafjaaaaaeegiocaaaaaaaaaaa +ahaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaa +beaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagiaaaaac +acaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaa +abaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa +acaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaa +egiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaal +dccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaagaaaaaaogikcaaa +aaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaa +acaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaa +egacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaa +pgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaa +egiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +baaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaa +aaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaa +egacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES + + +#ifdef VERTEX + +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _World2Object; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 8 [_WorldSpaceLightPos0] +Matrix 4 [_World2Object] +Vector 9 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacagaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c6 +bdaaaaaaadaaaeacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c8, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaaaaaapacafaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c5 +aaaaaaaaabaaapacaeaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c4 +bdaaaaaaadaaacacaiaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c8, r0 +bdaaaaaaadaaabacaiaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c8, r1 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9 +abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 112 // 112 used size, 8 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 16 instructions, 2 temp regs, 0 temp arrays: +// ALU 7 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefieceddajmmjcnilejolmncgkcnmjgjfcjnfnaabaaaaaaamagaaaaaeaaaaaa +daaaaaaabaacaaaaneaeaaaajmafaaaaebgpgodjniabaaaaniabaaaaaaacpopp +iaabaaaafiaaaaaaaeaaceaaaaaafeaaaaaafeaaaaaaceaaabaafeaaaaaaagaa +abaaabaaaaaaaaaaabaaaaaaabaaacaaaaaaaaaaacaaaaaaaeaaadaaaaaaaaaa +acaabaaaaeaaahaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja +bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia +adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaapia +acaaoekaafaaaaadabaaahiaaaaaffiaaiaaoekaaeaaaaaeabaaahiaahaaoeka +aaaaaaiaabaaoeiaaeaaaaaeaaaaahiaajaaoekaaaaakkiaabaaoeiaaeaaaaae +aaaaahiaakaaoekaaaaappiaaaaaoeiaaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaaeaaoekaaeaaaaaeaaaaapiaadaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaafaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +agaaoekaaaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeia +abaaaaacaaaaammaaaaaoeiappppaaaafdeieefclmacaaaaeaaaabaakpaaaaaa +fjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaa +fjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaad +pcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaa +aaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaa +aaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaa +fgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaa +abaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +giaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaafmaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 430 +uniform highp vec4 _MainTex_ST; +#line 443 +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 434 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 438 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 430 +uniform highp vec4 _MainTex_ST; +#line 443 +#line 387 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 389 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 393 + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 443 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 447 + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + o.Specular = 0.0; + #line 451 + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + #line 455 + lowp vec4 c = LightingUnlit( o, lightDir, 1.0); + c.w = 0.0; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 25 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP4 R0.w, vertex.position, c[8]; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].w, R0, c[16]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 25 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 28 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp4 r0.w, v0, c7 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.w, r0, c15 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedbcdefgcdpocnldlfokaamhaplbfhmbknabaaaaaakiafaaaaadaaaaaa 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+dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa +ogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaadcaaaaakpcaabaaaabaaaaaa +egiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaaabaaaaaadcaaaaak +pccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegaobaaa +abaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaiaeaaaaaaoeacaaaaaaapaaaaoeabaaaaaa dp4 v2.w, r0, c15 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedcnhofopnmchanodcfcmaomcpmbidpphcabaaaaaaeeaiaaaaaeaaaaaa +daaaaaaamiacaaaapeagaaaalmahaaaaebgpgodjjaacaaaajaacaaaaaaacpopp +cmacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaadaa +aeaaabaaaaaaaaaaaaaaakaaabaaafaaaaaaaaaaabaaaaaaabaaagaaaaaaaaaa +acaaaaaaaeaaahaaaaaaaaaaacaaamaaajaaalaaaaaaaaaaaaaaaaaaaaacpopp +bpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaacia +acaaapjabpaaaaacafaaadiaadaaapjaaeaaaaaeaaaaadoaadaaoejaafaaoeka +afaaookaabaaaaacaaaaapiaagaaoekaafaaaaadabaaahiaaaaaffiabaaaoeka +aeaaaaaeabaaahiaapaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabbaaoeka +aaaakkiaabaaoeiaaeaaaaaeaaaaahiabcaaoekaaaaappiaaaaaoeiaaeaaaaae +aaaaahiaaaaaoeiabdaappkaaaaaoejbaiaaaaadabaaaboaabaaoejaaaaaoeia +abaaaaacabaaahiaabaaoejaafaaaaadacaaahiaabaamjiaacaancjaaeaaaaae +abaaahiaacaamjjaabaanciaacaaoeibafaaaaadabaaahiaabaaoeiaabaappja +aiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoaacaaoejaaaaaoeia +afaaaaadaaaaapiaaaaaffjaamaaoekaaeaaaaaeaaaaapiaalaaoekaaaaaaaja +aaaaoeiaaeaaaaaeaaaaapiaanaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapia +aoaaoekaaaaappjaaaaaoeiaafaaaaadabaaapiaaaaaffiaacaaoekaaeaaaaae +abaaapiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeabaaapiaadaaoekaaaaakkia +abaaoeiaaeaaaaaeacaaapoaaeaaoekaaaaappiaabaaoeiaafaaaaadaaaaapia +aaaaffjaaiaaoekaaeaaaaaeaaaaapiaahaaoekaaaaaaajaaaaaoeiaaeaaaaae +aaaaapiaajaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaakaaoekaaaaappja +aaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaamma +aaaaoeiappppaaaafdeieefcceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaa +aaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaa +acaaaaaabfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaa +fpaaaaadhcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +gfaaaaadpccabaaaadaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaa +abaaaaaaegiocaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaobaaaabaaaaaa +dcaaaaakpcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaobaaaabaaaaaadcaaaaakpccabaaaadaaaaaaegiocaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegaobaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 413 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 434 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 406 +#line 420 +#line 442 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 443 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 446 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 450 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)); + #line 454 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec4(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 413 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 434 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec4 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +#line 389 +#line 393 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 397 +uniform highp vec4 _RimColor; +#line 406 +#line 420 +#line 442 +uniform highp vec4 _MainTex_ST; +#line 398 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 401 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 389 +lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) { + return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w; +} +#line 385 +lowp float UnitySpotCookie( in highp vec4 LightCoord ) { + return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w; +} +#line 420 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 424 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 428 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 432 + o.Alpha = _Opacity; +} +#line 456 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 458 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 462 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 466 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingUnlit( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0)); + c.w = 0.0; + #line 470 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec4(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 18 [unity_Scale] +Matrix 13 [_LightMatrix0] +Vector 19 [_MainTex_ST] +"!!ARBvp1.0 +# 24 ALU +PARAM c[20] = { program.local[0], + state.matrix.mvp, + program.local[5..19] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R1.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R0, c[17]; +DP4 R2.z, R0, c[11]; +DP4 R2.x, R0, c[9]; +DP4 R2.y, R0, c[10]; +MAD R0.xyz, R2, c[18].w, -vertex.position; +MUL R1.xyz, R1, vertex.attrib[14].w; +DP3 result.texcoord[1].y, R0, R1; +DP3 result.texcoord[1].z, vertex.normal, R0; +DP3 result.texcoord[1].x, R0, vertex.attrib[14]; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP4 result.texcoord[2].z, R0, c[15]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[19], c[19].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 24 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"vs_2_0 +; 27 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +mul r2.xyz, r1, v1.w +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mov r1, c8 +dp4 r3.x, c16, r1 +mad r0.xyz, r3, c17.w, -v0 +dp3 oT1.y, r0, r2 +dp3 oT1.z, v2, r0 +dp3 oT1.x, r0, v1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp4 oT2.z, r0, c14 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c18, c18.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedkeenncibhigehenjkpmcdkpclmhkifekabaaaaaakiafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +ceaeaaaaeaaaabaaajabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +dcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaakaaaaaa +ogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaa +cgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaa +abaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaa +aaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaabaaaaaa +aaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaa +acaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaakgikcaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabdaaaaaa +pgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaa +baaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaah +bccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaaheccabaaa +acaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaipcaabaaaaaaaaaaa +fgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaapaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaa +egiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaaaaaaaaa +adaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaaabaaaaaadcaaaaak +hccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaaaaaaaaaaegacbaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - _glesVertex.xyz)); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 17 [unity_Scale] +Matrix 12 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +adaaaaaaabaaahacadaaaakeacaaaaaabbaaaappabaaaaaa mul r1.xyz, r3.xyzz, c17.w +acaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaaoeaaaaaaaa sub r0.xyz, r1.xyzz, a0 +bcaaaaaaabaaacaeaaaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r0.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaaaaaaakeacaaaaaa dp3 v1.z, a1, r0.xyzz +bcaaaaaaabaaabaeaaaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r0.xyzz, a5 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bdaaaaaaacaaaeaeaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 v2.z, r0, c14 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r0.xy, a3, c18 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r0.xyyy, c18.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 25 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedhijjfgkoamcjjmnmmmoohkcfnlakcpllabaaaaaaeeaiaaaaaeaaaaaa 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+aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaa +egiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaahhcaabaaa +aaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaa +jgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaah +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaa +abaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaadcaaaaal +hcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabcaaaaaa +kgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa +egiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaalhcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaacaaaaaabeaaaaaa +egbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaa +egacbaaaabaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaa +abaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaa +abaaaaaaegiccaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegacbaaaabaaaaaa +dcaaaaakhcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egacbaaaabaaaaaadcaaaaakhccabaaaadaaaaaaegiccaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apadaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeo +ehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheo +iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +abaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 405 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 426 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 412 +#line 434 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 438 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 442 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz; + #line 446 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec3(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 405 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 426 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec3 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform samplerCube _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _LightTextureB0; +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +#line 388 +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 412 +#line 434 +uniform highp vec4 _MainTex_ST; +#line 390 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + #line 392 + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + #line 396 + return c; +} +#line 412 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 416 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 420 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 424 + o.Alpha = _Opacity; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 450 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 454 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 458 + surf( surfIN, o); + lowp vec3 lightDir = normalize(IN.lightDir); + lowp vec4 c = LightingUnlit( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0)); + c.w = 0.0; + #line 462 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 17 [_WorldSpaceLightPos0] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Matrix 13 [_LightMatrix0] +Vector 18 [_MainTex_ST] +"!!ARBvp1.0 +# 22 ALU +PARAM c[19] = { program.local[0], + state.matrix.mvp, + program.local[5..18] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MOV R1, c[17]; +MUL R0.xyz, R0, vertex.attrib[14].w; +DP4 R2.z, R1, c[11]; +DP4 R2.y, R1, c[10]; +DP4 R2.x, R1, c[9]; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.w, vertex.position, c[8]; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +DP4 result.texcoord[2].y, R0, c[14]; +DP4 result.texcoord[2].x, R0, c[13]; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 22 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"vs_2_0 +; 25 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r1.xyz, v2.yzxw, r0.zxyw, -r1 +mov r0, c10 +dp4 r3.z, c16, r0 +mov r0, c9 +dp4 r3.y, c16, r0 +mul r2.xyz, r1, v1.w +mov r1, c8 +dp4 r3.x, c16, r1 +dp4 r0.w, v0, c7 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +dp3 oT1.y, r3, r2 +dp3 oT1.z, v2, r3 +dp3 oT1.x, r3, v1 +dp4 oT2.y, r0, c13 +dp4 oT2.x, r0, c12 +mad oT0.xy, v3, c17, c17.zwzw +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedmcclmffneggigokicamibdajofocnlepabaaaaaahmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +piadaaaaeaaaabaapoaaaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaae +egiocaaaabaaaaaaabaaaaaafjaaaaaeegiocaaaacaaaaaabeaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaad +dccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaa +giaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaa +acaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaa +agbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaa +aaaaaaaaegiocaaaacaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaa +diaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaanaaaaaa +dcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaamaaaaaaagbabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaaoaaaaaa +kgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaa +acaaaaaaapaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaidcaabaaa +abaaaaaafgafbaaaaaaaaaaaegiacaaaaaaaaaaaaeaaaaaadcaaaaakdcaabaaa +aaaaaaaaegiacaaaaaaaaaaaadaaaaaaagaabaaaaaaaaaaaegaabaaaabaaaaaa +dcaaaaakdcaabaaaaaaaaaaaegiacaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaa +egaabaaaaaaaaaaadcaaaaakmccabaaaabaaaaaaagiecaaaaaaaaaaaagaaaaaa +pgapbaaaaaaaaaaaagaebaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaa +adaaaaaaegiacaaaaaaaaaaaakaaaaaaogikcaaaaaaaaaaaakaaaaaadiaaaaah +hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa +aaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaa +diaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadiaaaaaj +hcaabaaaabaaaaaafgifcaaaabaaaaaaaaaaaaaaegiccaaaacaaaaaabbaaaaaa +dcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaaabaaaaaa +aaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaacaaaaaa +bcaaaaaakgikcaaaabaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaa +abaaaaaaegiccaaaacaaaaaabdaaaaaapgipcaaaabaaaaaaaaaaaaaaegacbaaa +abaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaa +baaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaah +eccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec2 xlv_TEXCOORD2; +varying mediump vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp mat4 _LightMatrix0; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform lowp vec4 _WorldSpaceLightPos0; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + mediump vec3 tmpvar_3; + highp vec3 tmpvar_4; + highp vec3 tmpvar_5; + tmpvar_4 = tmpvar_1.xyz; + tmpvar_5 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_6; + tmpvar_6[0].x = tmpvar_4.x; + tmpvar_6[0].y = tmpvar_5.x; + tmpvar_6[0].z = tmpvar_2.x; + tmpvar_6[1].x = tmpvar_4.y; + tmpvar_6[1].y = tmpvar_5.y; + tmpvar_6[1].z = tmpvar_2.y; + tmpvar_6[2].x = tmpvar_4.z; + tmpvar_6[2].y = tmpvar_5.z; + tmpvar_6[2].z = tmpvar_2.z; + highp vec3 tmpvar_7; + tmpvar_7 = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz); + tmpvar_3 = tmpvar_7; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = tmpvar_3; + xlv_TEXCOORD2 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 c_1; + highp vec3 tmpvar_2; + lowp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + lowp float tmpvar_5; + mediump float rim_6; + highp vec4 color_7; + lowp vec4 tmpvar_8; + tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0); + color_7 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = (1.0 - clamp (normalize(tmpvar_2).z, 0.0, 1.0)); + rim_6 = tmpvar_9; + highp vec3 tmpvar_10; + tmpvar_10 = ((_RimColor.xyz * pow (rim_6, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_11; + tmpvar_11 = (_Color.xyz * color_7.xyz); + tmpvar_3 = tmpvar_11; + tmpvar_4 = tmpvar_10; + highp vec3 tmpvar_12; + tmpvar_12 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_12; + tmpvar_5 = _Opacity; + mediump vec4 c_13; + c_13.xyz = tmpvar_3; + c_13.w = tmpvar_5; + c_1.xyz = c_13.xyz; + c_1.w = 0.0; + gl_FragData[0] = c_1; +} + + + +#endif" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceLightPos0] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Matrix 12 [_LightMatrix0] +Vector 17 [_MainTex_ST] +"agal_vs +[bc] +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaabaaahacabaaaancaaaaaaaaaaaaaaajacaaaaaa mul r1.xyz, a1.zxyw, r0.yzxx +aaaaaaaaaaaaahacafaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, a5 +adaaaaaaacaaahacabaaaamjaaaaaaaaaaaaaafcacaaaaaa mul r2.xyz, a1.yzxw, r0.zxyy +acaaaaaaabaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa sub r1.xyz, r2.xyzz, r1.xyzz +aaaaaaaaaaaaapacakaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c10 +bdaaaaaaadaaaeacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.z, c16, r0 +aaaaaaaaaaaaapacajaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r0, c9 +bdaaaaaaadaaacacbaaaaaoeabaaaaaaaaaaaaoeacaaaaaa dp4 r3.y, c16, r0 +adaaaaaaacaaahacabaaaakeacaaaaaaafaaaappaaaaaaaa mul r2.xyz, r1.xyzz, a5.w +aaaaaaaaabaaapacaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov r1, c8 +bdaaaaaaadaaabacbaaaaaoeabaaaaaaabaaaaoeacaaaaaa dp4 r3.x, c16, r1 +bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7 +bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6 +bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4 +bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5 +bcaaaaaaabaaacaeadaaaakeacaaaaaaacaaaakeacaaaaaa dp3 v1.y, r3.xyzz, r2.xyzz +bcaaaaaaabaaaeaeabaaaaoeaaaaaaaaadaaaakeacaaaaaa dp3 v1.z, a1, r3.xyzz +bcaaaaaaabaaabaeadaaaakeacaaaaaaafaaaaoeaaaaaaaa dp3 v1.x, r3.xyzz, a5 +bdaaaaaaacaaacaeaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 v2.y, r0, c13 +bdaaaaaaacaaabaeaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 v2.x, r0, c12 +adaaaaaaaaaaadacadaaaaoeaaaaaaaabbaaaaoeabaaaaaa mul r0.xy, a3, c17 +abaaaaaaaaaaadaeaaaaaafeacaaaaaabbaaaaooabaaaaaa add v0.xy, r0.xyyy, c17.zwzw +bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3 +bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2 +bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1 +bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0 +aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0 +aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0 +aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 176 // 176 used size, 9 vars +Matrix 48 [_LightMatrix0] 4 +Vector 160 [_MainTex_ST] 4 +ConstBuffer "UnityLighting" 400 // 16 used size, 16 vars +Vector 0 [_WorldSpaceLightPos0] 4 +ConstBuffer "UnityPerDraw" 336 // 320 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +BindCB "$Globals" 0 +BindCB "UnityLighting" 1 +BindCB "UnityPerDraw" 2 +// 24 instructions, 2 temp regs, 0 temp arrays: +// ALU 9 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 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+iaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa +apaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaheaaaaaa +acaaaaaaaaaaaaaaadaaaaaaabaaaaaaamadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 404 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 425 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 411 +#line 433 +uniform highp vec4 _MainTex_ST; +#line 81 +highp vec3 ObjSpaceLightDir( in highp vec4 v ) { + highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; + return objSpaceLightPos.xyz; +} +#line 434 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 437 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + #line 441 + highp vec3 lightDir = (rotation * ObjSpaceLightDir( v.vertex)); + o.lightDir = lightDir; + o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy; + #line 445 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out mediump vec3 xlv_TEXCOORD1; +out highp vec2 xlv_TEXCOORD2; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.lightDir); + xlv_TEXCOORD2 = vec2(xl_retval._LightCoord); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 404 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 425 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + mediump vec3 lightDir; + highp vec2 _LightCoord; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform lowp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _LightTexture0; +uniform highp mat4 _LightMatrix0; +#line 384 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +uniform highp float _Opacity; +uniform highp float _RimFalloff; +#line 388 +uniform highp vec4 _RimColor; +#line 397 +#line 411 +#line 433 +uniform highp vec4 _MainTex_ST; +#line 389 +mediump vec4 LightingUnlit( in SurfaceOutput s, in mediump vec3 lightDir, in mediump float atten ) { + mediump float diff = max( 0.0, dot( s.Normal, lightDir)); + #line 392 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 411 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 415 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 419 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 423 + o.Alpha = _Opacity; +} +#line 447 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 449 + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 453 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 457 + surf( surfIN, o); + lowp vec3 lightDir = IN.lightDir; + lowp vec4 c = LightingUnlit( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0)); + c.w = 0.0; + #line 461 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in mediump vec3 xlv_TEXCOORD1; +in highp vec2 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.lightDir = vec3(xlv_TEXCOORD1); + xlt_IN._LightCoord = vec2(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 5 +// opengl - ALU: 3 to 3, TEX: 1 to 1 +// d3d9 - ALU: 3 to 3, TEX: 1 to 1 +// d3d11 - ALU: 1 to 1, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 1 to 1, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "POINT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 3 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL result.color.xyz, R0, c[0]; +MOV result.color.w, c[2].x; +END +# 3 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 3 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +texld r0, t0, s0 +mul r0.xyz, r0, c0 +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlebopnjcljimmmehcbfmomjichjbfppeabaaaaaakaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 0.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhojnffjapoljcfdanbmkbjjffmjbcpalabaaaaaafaacaaaaaeaaaaaa +daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp +haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka +ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 3 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL result.color.xyz, R0, c[0]; +MOV result.color.w, c[2].x; +END +# 3 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 3 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +texld r0, t0, s0 +mul r0.xyz, r0, c0 +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 64 used size, 8 vars +Vector 48 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedijfnkfealghglocngbnjjmfdpnkgegonabaaaaaaiiabaaaaadaaaaaa +cmaaaaaajmaaaaaanaaaaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaa +fjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaae +aahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaa +aaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaa +eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaa +aaaaaaaaegiccaaaaaaaaaaaadaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaa +aaaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 0.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL" } +ConstBuffer "$Globals" 112 // 64 used size, 8 vars +Vector 48 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedeokeiddhdfhjfebefkjmacbkbjhecdedabaaaaaadiacaaaaaeaaaaaa +daaaaaaanmaaaaaajeabaaaaaeacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp +haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka +ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaeaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaa +aiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaafmaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "SPOT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 3 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL result.color.xyz, R0, c[0]; +MOV result.color.w, c[2].x; +END +# 3 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "SPOT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 3 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +texld r0, t0, s0 +mul r0.xyz, r0, c0 +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedbbbbbepdideolgjjjdblefamniifbkeeabaaaaaakaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "SPOT" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "SPOT" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 0.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "SPOT" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedkhlnnnejnhhmmeplfellogpbfindbeaaabaaaaaafaacaaaaaeaaaaaa +daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp +haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka +ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "SPOT" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "POINT_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 3 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL result.color.xyz, R0, c[0]; +MOV result.color.w, c[2].x; +END +# 3 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "POINT_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 3 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +texld r0, t0, s0 +mul r0.xyz, r0, c0 +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedlebopnjcljimmmehcbfmomjichjbfppeabaaaaaakaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "POINT_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "POINT_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 0.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "POINT_COOKIE" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedhojnffjapoljcfdanbmkbjjffmjbcpalabaaaaaafaacaaaaaeaaaaaa +daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp +haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaajaaaaiapka +ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaaaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "POINT_COOKIE" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 3 ALU, 1 TEX +PARAM c[3] = { program.local[0..1], + { 0 } }; +TEMP R0; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +MUL result.color.xyz, R0, c[0]; +MOV result.color.w, c[2].x; +END +# 3 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 3 ALU, 1 TEX +dcl_2d s0 +def c1, 0.00000000, 0, 0, 0 +dcl t0.xy +texld r0, t0, s0 +mul r0.xyz, r0, c0 +mov_pp r0.w, c1.x +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecededjokkacjpmkhmnopdjfoinecedbpdogabaaaaaakaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaaaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefclaaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaa +aaaaaaaaaiaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaac +abaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadiaaaaaihccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaa +aaaaaaaaahaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES" +} + +SubProgram "flash " { +Keywords { "DIRECTIONAL_COOKIE" } +Vector 0 [_Color] +SetTexture 0 [_MainTex] 2D +"agal_ps +c1 0.0 0.0 0.0 0.0 +[bc] +ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point> +adaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r0.xyz, r0.xyzz, c0 +aaaaaaaaaaaaaiacabaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c1.x +aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0 +" +} + +SubProgram "d3d11_9x " { +Keywords { "DIRECTIONAL_COOKIE" } +ConstBuffer "$Globals" 176 // 128 used size, 9 vars +Vector 112 [_Color] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 4 instructions, 1 temp regs, 0 temp arrays: +// ALU 1 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedmlklhjkgfdpfallnnolhjopjkpjppfgiabaaaaaafaacaaaaaeaaaaaa +daaaaaaanmaaaaaajeabaaaabmacaaaaebgpgodjkeaaaaaakeaaaaaaaaacpppp +haaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaahaaabaaaaaaaaaaaaaaaaacppppfbaaaaafabaaapkaaaaaaaaaaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaajaaaaiapka +ecaaaaadaaaaapiaaaaaoelaaaaioekaafaaaaadaaaachiaaaaaoeiaaaaaoeka +abaaaaacaaaaciiaabaaaakaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefc +laaaaaaaeaaaaaaacmaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafkaaaaad +aagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaa +abaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaa +aaaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaai +hccabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaaaaaaaaaaaahaaaaaadgaaaaaf +iccabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadadaaaaheaaaaaaacaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamaaaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheo +cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa +apaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "DIRECTIONAL_COOKIE" } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassBase" } + Fog {Mode Off} +Program "vp" { +// Vertex combos: 1 +// opengl - ALU: 20 to 20 +// d3d9 - ALU: 21 to 21 +// d3d11 - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 15 to 15, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Matrix 5 [_Object2World] +Vector 9 [unity_Scale] +"!!ARBvp1.0 +# 20 ALU +PARAM c[10] = { program.local[0], + state.matrix.mvp, + program.local[5..9] }; +TEMP R0; +TEMP R1; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R1.xyz, R0, vertex.attrib[14].w; +DP3 R0.y, R1, c[5]; +DP3 R0.x, vertex.attrib[14], c[5]; +DP3 R0.z, vertex.normal, c[5]; +MUL result.texcoord[0].xyz, R0, c[9].w; +DP3 R0.y, R1, c[6]; +DP3 R0.x, vertex.attrib[14], c[6]; +DP3 R0.z, vertex.normal, c[6]; +MUL result.texcoord[1].xyz, R0, c[9].w; +DP3 R0.y, R1, c[7]; +DP3 R0.x, vertex.attrib[14], c[7]; +DP3 R0.z, vertex.normal, c[7]; +MUL result.texcoord[2].xyz, R0, c[9].w; +DP4 result.position.w, vertex.position, c[4]; +DP4 result.position.z, vertex.position, c[3]; +DP4 result.position.y, vertex.position, c[2]; +DP4 result.position.x, vertex.position, c[1]; +END +# 20 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Matrix 0 [glstate_matrix_mvp] +Matrix 4 [_Object2World] +Vector 8 [unity_Scale] +"vs_2_0 +; 21 ALU +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r1.xyz, r0, v1.w +dp3 r0.y, r1, c4 +dp3 r0.x, v1, c4 +dp3 r0.z, v2, c4 +mul oT0.xyz, r0, c8.w +dp3 r0.y, r1, c5 +dp3 r0.x, v1, c5 +dp3 r0.z, v2, c5 +mul oT1.xyz, r0, c8.w +dp3 r0.y, r1, c6 +dp3 r0.x, v1, c6 +dp3 r0.z, v2, c6 +mul oT2.xyz, r0, c8.w +dp4 oPos.w, v0, c3 +dp4 oPos.z, v0, c2 +dp4 oPos.y, v0, c1 +dp4 oPos.x, v0, c0 +" +} + +SubProgram "d3d11 " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedjocloobkcnbfmoalkdicjglokcphnmlaabaaaaaacmafaaaaadaaaaaa +cmaaaaaapeaaaaaahmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheoiaaaaaaaaeaaaaaa +aiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaaheaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +ahaiaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefc +kiadaaaaeaaaabaaokaaaaaafjaaaaaeegiocaaaaaaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +ghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadhccabaaaabaaaaaagfaaaaad +hccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaagiaaaaacadaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaaaaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaaaaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaaaaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaaaaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaaaaaaaaadiaaaaahhcaabaaa +aaaaaaaaegacbaaaaaaaaaaapgbpbaaaabaaaaaadgaaaaagbcaabaaaabaaaaaa +akiacaaaaaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaaakiacaaaaaaaaaaa +anaaaaaadgaaaaagecaabaaaabaaaaaaakiacaaaaaaaaaaaaoaaaaaabaaaaaah +ccaabaaaacaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaabaaaaaaegacbaaa +acaaaaaapgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaabkiacaaa +aaaaaaaaamaaaaaadgaaaaagccaabaaaabaaaaaabkiacaaaaaaaaaaaanaaaaaa +dgaaaaagecaabaaaabaaaaaabkiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaa +acaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaaaaaaaaabeaaaaaadgaaaaagbcaabaaaabaaaaaackiacaaaaaaaaaaa +amaaaaaadgaaaaagccaabaaaabaaaaaackiacaaaaaaaaaaaanaaaaaadgaaaaag +ecaabaaaabaaaaaackiacaaaaaaaaaaaaoaaaaaabaaaaaahccaabaaaaaaaaaaa +egacbaaaaaaaaaaaegacbaaaabaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +abaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaaaaaaaaaaegbcbaaaacaaaaaa +egacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaaegacbaaaaaaaaaaapgipcaaa +aaaaaaaabeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 unity_Scale; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +attribute vec4 _glesTANGENT; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec3 tmpvar_4; + tmpvar_3 = tmpvar_1.xyz; + tmpvar_4 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_5; + tmpvar_5[0].x = tmpvar_3.x; + tmpvar_5[0].y = tmpvar_4.x; + tmpvar_5[0].z = tmpvar_2.x; + tmpvar_5[1].x = tmpvar_3.y; + tmpvar_5[1].y = tmpvar_4.y; + tmpvar_5[1].z = tmpvar_2.y; + tmpvar_5[2].x = tmpvar_3.z; + tmpvar_5[2].y = tmpvar_4.z; + tmpvar_5[2].z = tmpvar_2.z; + vec3 v_6; + v_6.x = _Object2World[0].x; + v_6.y = _Object2World[1].x; + v_6.z = _Object2World[2].x; + vec3 v_7; + v_7.x = _Object2World[0].y; + v_7.y = _Object2World[1].y; + v_7.z = _Object2World[2].y; + vec3 v_8; + v_8.x = _Object2World[0].z; + v_8.y = _Object2World[1].z; + v_8.z = _Object2World[2].z; + gl_Position = (glstate_matrix_mvp * _glesVertex); + xlv_TEXCOORD0 = ((tmpvar_5 * v_6) * unity_Scale.w); + xlv_TEXCOORD1 = ((tmpvar_5 * v_7) * unity_Scale.w); + xlv_TEXCOORD2 = ((tmpvar_5 * v_8) * unity_Scale.w); +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec3 xlv_TEXCOORD0; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +void main () +{ + lowp vec4 res_1; + lowp vec3 worldN_2; + highp vec3 tmpvar_3; + lowp vec3 tmpvar_4; + mediump float rim_5; + highp float tmpvar_6; + tmpvar_6 = (1.0 - clamp (normalize(tmpvar_3).z, 0.0, 1.0)); + rim_5 = tmpvar_6; + highp vec3 tmpvar_7; + tmpvar_7 = ((_RimColor.xyz * pow (rim_5, _RimFalloff)) * _RimColor.w); + tmpvar_4 = tmpvar_7; + highp vec3 tmpvar_8; + tmpvar_8 = (tmpvar_4 * _Opacity); + tmpvar_4 = tmpvar_8; + highp float tmpvar_9; + tmpvar_9 = xlv_TEXCOORD0.z; + worldN_2.x = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = xlv_TEXCOORD1.z; + worldN_2.y = tmpvar_10; + highp float tmpvar_11; + tmpvar_11 = xlv_TEXCOORD2.z; + worldN_2.z = tmpvar_11; + res_1.xyz = ((worldN_2 * 0.5) + 0.5); + res_1.w = 0.0; + gl_FragData[0] = res_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "color" Color +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Vector 320 [unity_Scale] 4 +BindCB "UnityPerDraw" 0 +// 29 instructions, 3 temp regs, 0 temp arrays: +// ALU 15 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedikhgclmafnmgiklkmfmegabbpifbhlpcabaaaaaaiiahaaaaaeaaaaaa +daaaaaaaiiacaaaadiagaaaaaaahaaaaebgpgodjfaacaaaafaacaaaaaaacpopp 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+bcaabaaaaaaaaaaaegbcbaaaabaaaaaaegacbaaaabaaaaaabaaaaaahecaabaaa +aaaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaaihccabaaaadaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaabeaaaaaadoaaaaabejfdeheomaaaaaaa +agaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaa +kbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa +adaaaaaaapaaaaaalaaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaa +ljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeo +aafeebeoehefeofeaaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaakl +epfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaaaaaaaaaaabaaaaaaadaaaaaa +aaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaahaiaaaa +heaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahaiaaaaheaaaaaaacaaaaaa +aaaaaaaaadaaaaaaadaaaaaaahaiaaaafdfgfpfaepfdejfeejepeoaafeeffied +epepfceeaaklklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +vec2 xll_matrixindex_mf2x2_i (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } +vec3 xll_matrixindex_mf3x3_i (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } +vec4 xll_matrixindex_mf4x4_i (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 431 +#line 431 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + #line 435 + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.TtoW0 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 0).xyz) * unity_Scale.w); + o.TtoW1 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 1).xyz) * unity_Scale.w); + #line 439 + o.TtoW2 = ((rotation * xll_matrixindex_mf3x3_i (mat3( _Object2World), 2).xyz) * unity_Scale.w); + return o; +} + +out highp vec3 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec3 xlv_TEXCOORD2; +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_TEXCOORD0 = vec3(xl_retval.TtoW0); + xlv_TEXCOORD1 = vec3(xl_retval.TtoW1); + xlv_TEXCOORD2 = vec3(xl_retval.TtoW2); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec3 TtoW0; + highp vec3 TtoW1; + highp vec3 TtoW2; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 431 +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 442 +lowp vec4 frag_surf( in v2f_surf IN ) { + #line 444 + Input surfIN; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 448 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 452 + lowp vec3 worldN; + worldN.x = dot( IN.TtoW0, o.Normal); + worldN.y = dot( IN.TtoW1, o.Normal); + worldN.z = dot( IN.TtoW2, o.Normal); + #line 456 + o.Normal = worldN; + lowp vec4 res; + res.xyz = ((o.Normal * 0.5) + 0.5); + res.w = o.Specular; + #line 460 + return res; +} +in highp vec3 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec3 xlv_TEXCOORD2; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.TtoW0 = vec3(xlv_TEXCOORD0); + xlt_IN.TtoW1 = vec3(xlv_TEXCOORD1); + xlt_IN.TtoW2 = vec3(xlv_TEXCOORD2); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 1 +// opengl - ALU: 5 to 5, TEX: 0 to 0 +// d3d9 - ALU: 6 to 6 +// d3d11 - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 0 to 0, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { } +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 5 ALU, 0 TEX +PARAM c[1] = { { 0, 0.5 } }; +TEMP R0; +MOV R0.z, fragment.texcoord[2]; +MOV R0.x, fragment.texcoord[0].z; +MOV R0.y, fragment.texcoord[1].z; +MAD result.color.xyz, R0, c[0].y, c[0].y; +MOV result.color.w, c[0].x; +END +# 5 instructions, 1 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { } +"ps_2_0 +; 6 ALU +def c0, 0.50000000, 0.00000000, 0, 0 +dcl t0.xyz +dcl t1.xyz +dcl t2.xyz +mov_pp r0.z, t2 +mov_pp r0.x, t0.z +mov_pp r0.y, t1.z +mad_pp r0.xyz, r0, c0.x, c0.x +mov_pp r0.w, c0.y +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { } +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedjajonmoekahckinhocklpkekiknflceeabaaaaaamaabaaaaadaaaaaa +cmaaaaaaleaaaaaaoiaaaaaaejfdeheoiaaaaaaaaeaaaaaaaiaaaaaagiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaa +aiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfe +gbhcghgfheaaklklfdeieefcnaaaaaaaeaaaaaaadeaaaaaagcbaaaadecbabaaa +abaaaaaagcbaaaadecbabaaaacaaaaaagcbaaaadecbabaaaadaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacabaaaaaadgaaaaafbcaabaaaaaaaaaaackbabaaa +abaaaaaadgaaaaafccaabaaaaaaaaaaackbabaaaacaaaaaadgaaaaafecaabaaa +aaaaaaaackbabaaaadaaaaaadcaaaaaphccabaaaaaaaaaaaegacbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaaaceaaaaaaaaaaadpaaaaaadp +aaaaaadpaaaaaaaadgaaaaaficcabaaaaaaaaaaaabeaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { } +// 6 instructions, 1 temp regs, 0 temp arrays: +// ALU 0 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedpmiegmndjpklicmmampbinnmdcejiohnabaaaaaaimacaaaaaeaaaaaa +daaaaaaapiaaaaaanaabaaaafiacaaaaebgpgodjmaaaaaaamaaaaaaaaaacpppp +jmaaaaaaceaaaaaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaaaceaaaaacpppp +fbaaaaafaaaaapkaaaaaaadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacaaaaaaia +aaaaahlabpaaaaacaaaaaaiaabaaahlabpaaaaacaaaaaaiaacaaahlaafaaaaad +aaaacbiaaaaakklaaaaaaakaafaaaaadaaaacciaabaakklaaaaaaakaafaaaaad +aaaaceiaacaakklaaaaaaakaacaaaaadaaaachiaaaaaoeiaaaaaaakaabaaaaac +aaaaciiaaaaaffkaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefcnaaaaaaa +eaaaaaaadeaaaaaagcbaaaadecbabaaaabaaaaaagcbaaaadecbabaaaacaaaaaa +gcbaaaadecbabaaaadaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacabaaaaaa +dgaaaaafbcaabaaaaaaaaaaackbabaaaabaaaaaadgaaaaafccaabaaaaaaaaaaa +ckbabaaaacaaaaaadgaaaaafecaabaaaaaaaaaaackbabaaaadaaaaaadcaaaaap +hccabaaaaaaaaaaaegacbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadp +aaaaaaaaaceaaaaaaaaaaadpaaaaaadpaaaaaadpaaaaaaaadgaaaaaficcabaaa +aaaaaaaaabeaaaaaaaaaaaaadoaaaaabejfdeheoiaaaaaaaaeaaaaaaaiaaaaaa +giaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaheaaaaaaaaaaaaaa +aaaaaaaaadaaaaaaabaaaaaaahaeaaaaheaaaaaaabaaaaaaaaaaaaaaadaaaaaa +acaaaaaaahaeaaaaheaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaahaeaaaa +fdfgfpfaepfdejfeejepeoaafeeffiedepepfceeaaklklklepfdeheocmaaaaaa +abaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaa +fdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { } +"!!GLES3" +} + +} + } + Pass { + Name "PREPASS" + Tags { "LightMode" = "PrePassFinal" } + ZWrite Off +Program "vp" { +// Vertex combos: 4 +// opengl - ALU: 33 to 41 +// d3d9 - ALU: 34 to 42 +// d3d11 - ALU: 17 to 22, TEX: 0 to 0, FLOW: 1 to 1 +// d3d11_9x - ALU: 17 to 22, TEX: 0 to 0, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhdjeflfgobefncaechdgfgdcadhjelenabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcjiafaaaaeaaaabaa +ggabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa 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+dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = (_Color.xyz * color_8.xyz); + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + mediump vec4 c_17; + c_17.xyz = tmpvar_4; + c_17.w = tmpvar_6; + c_2.w = c_17.w; + c_2.xyz = (c_17.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = (_Color.xyz * color_8.xyz); + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + mediump vec4 c_17; + c_17.xyz = tmpvar_4; + c_17.w = tmpvar_6; + c_2.w = c_17.w; + c_2.xyz = (c_17.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedicckgmehempcbjebkgmdcjceajgbnhfnabaaaaaalaakaaaaaeaaaaaa +daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +aaadaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaagaa +abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaabcaaahaaaeaaaaaaaaaa +adaaaaaaaeaaalaaaaaaaaaaadaaamaaadaaapaaaaaaaaaaadaabaaaafaabcaa +aaaaaaaaaaaaaaaaaaacpoppfbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaa +aaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaac 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m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 448 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 433 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 436 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 440 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 444 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 448 +#line 395 +mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 397 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 452 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 456 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 460 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + light.xyz += IN.vlight; + #line 464 + mediump vec4 c = LightingUnlit_PrePass( o, light); + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 11 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedofbakmbcpkelgdgdpiikiihljeffjkgfabaaaaaaeaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa +aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaakeaaaaaaadaaaaaaaaaaaaaa +adaaaaaaabaaaaaaamadaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaa +aeaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklfdeieefcimafaaaaeaaaabaagdabaaaafjaaaaae +egiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaaabaaaaaaagaaaaaafjaaaaae +egiocaaaacaaaaaabkaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad +pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa +fpaaaaaddcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaa +aaaaaaaaabaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadmccabaaaabaaaaaa +gfaaaaadhccabaaaacaaaaaagfaaaaadpccabaaaadaaaaaagfaaaaadpccabaaa +aeaaaaaagiaaaaacadaaaaaadiaaaaaipcaabaaaaaaaaaaafgbfbaaaaaaaaaaa +egiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +aaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaa +egiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaaaaaaaaaaegaobaaa +aaaaaaaadgaaaaafpccabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaaldccabaaa +abaaaaaaegbabaaaadaaaaaaegiacaaaaaaaaaaaahaaaaaaogikcaaaaaaaaaaa +ahaaaaaadcaaaaalmccabaaaabaaaaaaagbebaaaaeaaaaaaagiecaaaaaaaaaaa +agaaaaaakgiocaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaabaaaaaajgbebaaa +abaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaaacaaaaaa +cgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaaabaaaaaa +egacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaafgifcaaa +abaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaaacaaaaaa +egiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaa +dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaaabaaaaaa +aeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaaacaaaaaa +egiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaa +pgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaahcccabaaa +acaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaaacaaaaaa +egbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaaegbcbaaa +acaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaa +akiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaa +aceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaa +kgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaa +abaaaaaadiaaaaaihcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiccaaaadaaaaaa +anaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaamaaaaaaagbabaaa +aaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaa +aoaaaaaakgbkbaaaaaaaaaaaegacbaaaaaaaaaaadcaaaaakhcaabaaaaaaaaaaa +egiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaaaaaaaaaaaaaaaaaj +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaegiccaiaebaaaaaaacaaaaaabjaaaaaa +diaaaaaihccabaaaaeaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaa +diaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaa +dcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaagaaaaaa +ckbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa +adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = (_Color.xyz * color_11.xyz); + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_18.w; + highp float tmpvar_19; + tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_21; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + mediump vec4 c_22; + c_22.xyz = tmpvar_7; + c_22.w = tmpvar_9; + c_2.w = c_22.w; + c_2.xyz = (c_22.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = (_Color.xyz * color_11.xyz); + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001)))); + light_6.w = tmpvar_18.w; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + mediump vec4 c_24; + c_24.xyz = tmpvar_7; + c_24.w = tmpvar_9; + c_2.w = c_24.w; + c_2.xyz = (c_24.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 11 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedkdliaiojiplfephmllcdobkpngmacpgiabaaaaaakiakaaaaaeaaaaaa +daaaaaaajeadaaaaciajaaaapaajaaaaebgpgodjfmadaaaafmadaaaaaaacpopp +piacaaaageaaaaaaafaaceaaaaaagaaaaaaagaaaaaaaceaaabaagaaaaaaaagaa +acaaabaaaaaaaaaaabaaaeaaacaaadaaaaaaaaaaacaabjaaabaaafaaaaaaaaaa +adaaaaaaaiaaagaaaaaaaaaaadaaamaaajaaaoaaaaaaaaaaaaaaaaaaaaacpopp +fbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaaaaaaaaaabpaaaaacafaaaaia +aaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaac +afaaadiaadaaapjabpaaaaacafaaaeiaaeaaapjaaeaaaaaeaaaaadoaadaaoeja +acaaoekaacaaookaafaaaaadaaaaapiaaaaaffjaahaaoekaaeaaaaaeaaaaapia +agaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaiaaoekaaaaakkjaaaaaoeia +aeaaaaaeaaaaapiaajaaoekaaaaappjaaaaaoeiaafaaaaadabaaabiaaaaaffia 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"DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 449 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 453 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 441 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 445 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 449 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 453 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 395 +mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 397 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 454 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 457 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 461 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 465 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light = (-log2(light)); + #line 469 + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + #line 473 + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingUnlit_PrePass( o, light); + #line 477 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Vector 13 [_WorldSpaceCameraPos] +Vector 14 [_ProjectionParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 5 [_Object2World] +Matrix 9 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"!!ARBvp1.0 +# 41 ALU +PARAM c[24] = { { 1, 0.5 }, + state.matrix.mvp, + program.local[5..23] }; +TEMP R0; +TEMP R1; +TEMP R2; +TEMP R3; +MUL R1.xyz, vertex.normal, c[22].w; +DP3 R2.w, R1, c[6]; +DP3 R0.x, R1, c[5]; +DP3 R0.z, R1, c[7]; +MOV R0.y, R2.w; +MUL R1, R0.xyzz, R0.yzzx; +MOV R0.w, c[0].x; +DP4 R2.z, R0, c[17]; +DP4 R2.y, R0, c[16]; +DP4 R2.x, R0, c[15]; +MUL R0.y, R2.w, R2.w; +DP4 R3.z, R1, c[20]; +DP4 R3.x, R1, c[18]; +DP4 R3.y, R1, c[19]; +ADD R2.xyz, R2, R3; +MAD R0.w, R0.x, R0.x, -R0.y; +MUL R3.xyz, R0.w, c[21]; +MOV R1.xyz, vertex.attrib[14]; +MUL R0.xyz, vertex.normal.zxyw, R1.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R1.zxyw, -R0; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[13]; +ADD result.texcoord[3].xyz, R2, R3; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[4]; +DP4 R2.z, R1, c[11]; +DP4 R2.x, R1, c[9]; +DP4 R2.y, R1, c[10]; +MAD R2.xyz, R2, c[22].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[3]; +DP4 R0.x, vertex.position, c[1]; +DP4 R0.y, vertex.position, c[2]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[14].x; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV result.texcoord[2].zw, R0; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[23], c[23].zwzw; +END +# 41 instructions, 4 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Matrix 0 [glstate_matrix_mvp] +Vector 12 [_WorldSpaceCameraPos] +Vector 13 [_ProjectionParams] +Vector 14 [_ScreenParams] +Vector 15 [unity_SHAr] +Vector 16 [unity_SHAg] +Vector 17 [unity_SHAb] +Vector 18 [unity_SHBr] +Vector 19 [unity_SHBg] +Vector 20 [unity_SHBb] +Vector 21 [unity_SHC] +Matrix 4 [_Object2World] +Matrix 8 [_World2Object] +Vector 22 [unity_Scale] +Vector 23 [_MainTex_ST] +"vs_2_0 +; 42 ALU +def c24, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +mul r1.xyz, v2, c22.w +dp3 r2.w, r1, c5 +dp3 r0.x, r1, c4 +dp3 r0.z, r1, c6 +mov r0.y, r2.w +mul r1, r0.xyzz, r0.yzzx +mov r0.w, c24.x +dp4 r2.z, r0, c17 +dp4 r2.y, r0, c16 +dp4 r2.x, r0, c15 +mul r0.y, r2.w, r2.w +mad r0.w, r0.x, r0.x, -r0.y +dp4 r3.z, r1, c20 +dp4 r3.y, r1, c19 +dp4 r3.x, r1, c18 +add r2.xyz, r2, r3 +mul r3.xyz, r0.w, c21 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c12 +add oT3.xyz, r2, r3 +mov r1.w, c24.x +dp4 r0.w, v0, c3 +dp4 r2.z, r1, c10 +dp4 r2.x, r1, c8 +dp4 r2.y, r1, c9 +mad r2.xyz, r2, c22.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c2 +dp4 r0.x, v0, c0 +dp4 r0.y, v0, c1 +mul r1.xyz, r0.xyww, c24.y +mul r1.y, r1, c13.x +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mad oT2.xy, r1.z, c14.zwzw, r1 +mov oPos, r0 +mov oT2.zw, r0 +mad oT0.xy, v3, c23, c23.zwzw +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedhdjeflfgobefncaechdgfgdcadhjelenabaaaaaadeahaaaaadaaaaaa +cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa +abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc +enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaa +aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaadamaaaaimaaaaaaabaaaaaaaaaaaaaa +adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa +apaaaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa +epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefcjiafaaaaeaaaabaa +ggabaaaafjaaaaaeegiocaaaaaaaaaaaahaaaaaafjaaaaaeegiocaaaabaaaaaa +agaaaaaafjaaaaaeegiocaaaacaaaaaabjaaaaaafjaaaaaeegiocaaaadaaaaaa +bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad +hcbabaaaacaaaaaafpaaaaaddcbabaaaadaaaaaaghaaaaaepccabaaaaaaaaaaa +abaaaaaagfaaaaaddccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad +pccabaaaadaaaaaagfaaaaadhccabaaaaeaaaaaagiaaaaacaeaaaaaadiaaaaai +pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaak +pcaabaaaaaaaaaaaegiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa +aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaa +aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa +adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa +egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa +aaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadiaaaaahhcaabaaaabaaaaaa +jgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaaabaaaaaajgbebaaa +acaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaaabaaaaaadiaaaaahhcaabaaa +abaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaadiaaaaajhcaabaaaacaaaaaa +fgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaadcaaaaalhcaabaaa +acaaaaaaegiccaaaadaaaaaabaaaaaaaagiacaaaabaaaaaaaeaaaaaaegacbaaa +acaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabcaaaaaakgikcaaa +abaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaaihcaabaaaacaaaaaaegacbaaa +acaaaaaaegiccaaaadaaaaaabdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaa +acaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaiaebaaaaaaaaaaaaaabaaaaaah +cccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaabaaaaaahbccabaaa +acaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaabaaaaaaheccabaaaacaaaaaa +egbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa +aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa +aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa +adaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaa +mgaabaaaabaaaaaadiaaaaaihcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaa +adaaaaaabeaaaaaadiaaaaaihcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaa +adaaaaaaanaaaaaadcaaaaaklcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaa +agaabaaaaaaaaaaaegaibaaaabaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaa +adaaaaaaaoaaaaaakgakbaaaaaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaa +aaaaaaaaabeaaaaaaaaaiadpbbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaa +bcaaaaaaegaobaaaaaaaaaaabbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaa +bdaaaaaaegaobaaaaaaaaaaabbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaa +beaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaa +egakbaaaaaaaaaaabbaaaaaibcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaa +egaobaaaacaaaaaabbaaaaaiccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaa +egaobaaaacaaaaaabbaaaaaiecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaa +egaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaa +adaaaaaadiaaaaahccaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaa +dcaaaaakbcaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaia +ebaaaaaaaaaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaa +agaabaaaaaaaaaaaegacbaaaabaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = (_Color.xyz * color_8.xyz); + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + mediump vec4 c_17; + c_17.xyz = tmpvar_4; + c_17.w = tmpvar_6; + c_2.w = c_17.w; + c_2.xyz = (c_17.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_SHC; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBr; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAr; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec3 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + mat3 tmpvar_8; + tmpvar_8[0] = _Object2World[0].xyz; + tmpvar_8[1] = _Object2World[1].xyz; + tmpvar_8[2] = _Object2World[2].xyz; + highp vec4 tmpvar_9; + tmpvar_9.w = 1.0; + tmpvar_9.xyz = (tmpvar_8 * (tmpvar_2 * unity_Scale.w)); + mediump vec3 tmpvar_10; + mediump vec4 normal_11; + normal_11 = tmpvar_9; + highp float vC_12; + mediump vec3 x3_13; + mediump vec3 x2_14; + mediump vec3 x1_15; + highp float tmpvar_16; + tmpvar_16 = dot (unity_SHAr, normal_11); + x1_15.x = tmpvar_16; + highp float tmpvar_17; + tmpvar_17 = dot (unity_SHAg, normal_11); + x1_15.y = tmpvar_17; + highp float tmpvar_18; + tmpvar_18 = dot (unity_SHAb, normal_11); + x1_15.z = tmpvar_18; + mediump vec4 tmpvar_19; + tmpvar_19 = (normal_11.xyzz * normal_11.yzzx); + highp float tmpvar_20; + tmpvar_20 = dot (unity_SHBr, tmpvar_19); + x2_14.x = tmpvar_20; + highp float tmpvar_21; + tmpvar_21 = dot (unity_SHBg, tmpvar_19); + x2_14.y = tmpvar_21; + highp float tmpvar_22; + tmpvar_22 = dot (unity_SHBb, tmpvar_19); + x2_14.z = tmpvar_22; + mediump float tmpvar_23; + tmpvar_23 = ((normal_11.x * normal_11.x) - (normal_11.y * normal_11.y)); + vC_12 = tmpvar_23; + highp vec3 tmpvar_24; + tmpvar_24 = (unity_SHC.xyz * vC_12); + x3_13 = tmpvar_24; + tmpvar_10 = ((x1_15 + x2_14) + x3_13); + tmpvar_3 = tmpvar_10; + highp vec3 tmpvar_25; + highp vec3 tmpvar_26; + tmpvar_25 = tmpvar_1.xyz; + tmpvar_26 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_27; + tmpvar_27[0].x = tmpvar_25.x; + tmpvar_27[0].y = tmpvar_26.x; + tmpvar_27[0].z = tmpvar_2.x; + tmpvar_27[1].x = tmpvar_25.y; + tmpvar_27[1].y = tmpvar_26.y; + tmpvar_27[1].z = tmpvar_2.y; + tmpvar_27[2].x = tmpvar_25.z; + tmpvar_27[2].y = tmpvar_26.z; + tmpvar_27[2].z = tmpvar_2.z; + highp vec4 tmpvar_28; + tmpvar_28.w = 1.0; + tmpvar_28.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_27 * (((_World2Object * tmpvar_28).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec3 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec4 light_3; + lowp vec3 tmpvar_4; + lowp vec3 tmpvar_5; + lowp float tmpvar_6; + mediump float rim_7; + highp vec4 color_8; + lowp vec4 tmpvar_9; + tmpvar_9 = texture2D (_MainTex, xlv_TEXCOORD0); + color_8 = tmpvar_9; + highp float tmpvar_10; + tmpvar_10 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_7 = tmpvar_10; + highp vec3 tmpvar_11; + tmpvar_11 = ((_RimColor.xyz * pow (rim_7, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_12; + tmpvar_12 = (_Color.xyz * color_8.xyz); + tmpvar_4 = tmpvar_12; + tmpvar_5 = tmpvar_11; + highp vec3 tmpvar_13; + tmpvar_13 = (tmpvar_5 * _Opacity); + tmpvar_5 = tmpvar_13; + tmpvar_6 = _Opacity; + lowp vec4 tmpvar_14; + tmpvar_14 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_3 = tmpvar_14; + mediump vec4 tmpvar_15; + tmpvar_15 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001)); + light_3.w = tmpvar_15.w; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15.xyz + xlv_TEXCOORD3); + light_3.xyz = tmpvar_16; + mediump vec4 c_17; + c_17.xyz = tmpvar_4; + c_17.w = tmpvar_6; + c_2.w = c_17.w; + c_2.xyz = (c_17.xyz + tmpvar_5); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "color" Color +ConstBuffer "$Globals" 128 // 112 used size, 9 vars +Vector 96 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars +Vector 288 [unity_SHAr] 4 +Vector 304 [unity_SHAg] 4 +Vector 320 [unity_SHAb] 4 +Vector 336 [unity_SHBr] 4 +Vector 352 [unity_SHBg] 4 +Vector 368 [unity_SHBb] 4 +Vector 384 [unity_SHC] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityLighting" 2 +BindCB "UnityPerDraw" 3 +// 38 instructions, 4 temp regs, 0 temp arrays: +// ALU 22 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0_level_9_1 +eefiecedicckgmehempcbjebkgmdcjceajgbnhfnabaaaaaalaakaaaaaeaaaaaa +daaaaaaakiadaaaaeiajaaaabaakaaaaebgpgodjhaadaaaahaadaaaaaaacpopp +aaadaaaahaaaaaaaagaaceaaaaaagmaaaaaagmaaaaaaceaaabaagmaaaaaaagaa +abaaabaaaaaaaaaaabaaaeaaacaaacaaaaaaaaaaacaabcaaahaaaeaaaaaaaaaa +adaaaaaaaeaaalaaaaaaaaaaadaaamaaadaaapaaaaaaaaaaadaabaaaafaabcaa +aaaaaaaaaaaaaaaaaaacpoppfbaaaaafbhaaapkaaaaaaadpaaaaiadpaaaaaaaa 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m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 448 +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 136 +mediump vec3 ShadeSH9( in mediump vec4 normal ) { + mediump vec3 x1; + mediump vec3 x2; + mediump vec3 x3; + x1.x = dot( unity_SHAr, normal); + #line 140 + x1.y = dot( unity_SHAg, normal); + x1.z = dot( unity_SHAb, normal); + mediump vec4 vB = (normal.xyzz * normal.yzzx); + x2.x = dot( unity_SHBr, vB); + #line 144 + x2.y = dot( unity_SHBg, vB); + x2.z = dot( unity_SHBb, vB); + highp float vC = ((normal.x * normal.x) - (normal.y * normal.y)); + x3 = (unity_SHC.xyz * vC); + #line 148 + return ((x1 + x2) + x3); +} +#line 433 +v2f_surf vert_surf( in appdata_full v ) { + v2f_surf o; + #line 436 + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w)); + #line 440 + o.vlight = ShadeSH9( vec4( worldN, 1.0)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + #line 444 + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec3 xlv_TEXCOORD3; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec3(xl_retval.vlight); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec3 vlight; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 432 +uniform highp vec4 _MainTex_ST; +uniform sampler2D _LightBuffer; +uniform lowp vec4 unity_Ambient; +#line 448 +#line 395 +mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 397 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 448 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + surfIN.uv_MainTex = IN.pack0.xy; + #line 452 + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + o.Emission = vec3( 0.0); + #line 456 + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + surf( surfIN, o); + #line 460 + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + light.xyz += IN.vlight; + mediump vec4 c = LightingUnlit_PrePass( o, light); + #line 464 + c.xyz += o.Emission; + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec3 xlv_TEXCOORD3; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.vlight = vec3(xlv_TEXCOORD3); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" ATTR14 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Vector 17 [_WorldSpaceCameraPos] +Vector 18 [_ProjectionParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 9 [_Object2World] +Matrix 13 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"!!ARBvp1.0 +# 33 ALU +PARAM c[23] = { { 1, 0.5 }, + state.matrix.modelview[0], + state.matrix.mvp, + program.local[9..22] }; +TEMP R0; +TEMP R1; +TEMP R2; +MOV R0.xyz, vertex.attrib[14]; +MUL R1.xyz, vertex.normal.zxyw, R0.yzxw; +MAD R0.xyz, vertex.normal.yzxw, R0.zxyw, -R1; +MUL R0.xyz, R0, vertex.attrib[14].w; +MOV R1.xyz, c[17]; +MOV R1.w, c[0].x; +DP4 R0.w, vertex.position, c[8]; +DP4 R2.z, R1, c[15]; +DP4 R2.x, R1, c[13]; +DP4 R2.y, R1, c[14]; +MAD R2.xyz, R2, c[20].w, -vertex.position; +DP3 result.texcoord[1].y, R2, R0; +DP4 R0.z, vertex.position, c[7]; +DP4 R0.x, vertex.position, c[5]; +DP4 R0.y, vertex.position, c[6]; +MUL R1.xyz, R0.xyww, c[0].y; +MUL R1.y, R1, c[18].x; +ADD result.texcoord[2].xy, R1, R1.z; +MOV result.position, R0; +MOV R0.x, c[0]; +ADD R0.y, R0.x, -c[19].w; +DP4 R0.x, vertex.position, c[3]; +DP4 R1.z, vertex.position, c[11]; +DP4 R1.x, vertex.position, c[9]; +DP4 R1.y, vertex.position, c[10]; +ADD R1.xyz, R1, -c[19]; +DP3 result.texcoord[1].z, vertex.normal, R2; +DP3 result.texcoord[1].x, R2, vertex.attrib[14]; +MOV result.texcoord[2].zw, R0; +MUL result.texcoord[4].xyz, R1, c[19].w; +MAD result.texcoord[0].xy, vertex.texcoord[0], c[22], c[22].zwzw; +MAD result.texcoord[3].xy, vertex.texcoord[1], c[21], c[21].zwzw; +MUL result.texcoord[4].w, -R0.x, R0.y; +END +# 33 instructions, 3 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Matrix 0 [glstate_matrix_modelview0] +Matrix 4 [glstate_matrix_mvp] +Vector 16 [_WorldSpaceCameraPos] +Vector 17 [_ProjectionParams] +Vector 18 [_ScreenParams] +Vector 19 [unity_ShadowFadeCenterAndType] +Matrix 8 [_Object2World] +Matrix 12 [_World2Object] +Vector 20 [unity_Scale] +Vector 21 [unity_LightmapST] +Vector 22 [_MainTex_ST] +"vs_2_0 +; 34 ALU +def c23, 1.00000000, 0.50000000, 0, 0 +dcl_position0 v0 +dcl_tangent0 v1 +dcl_normal0 v2 +dcl_texcoord0 v3 +dcl_texcoord1 v4 +mov r0.xyz, v1 +mul r1.xyz, v2.zxyw, r0.yzxw +mov r0.xyz, v1 +mad r0.xyz, v2.yzxw, r0.zxyw, -r1 +mul r0.xyz, r0, v1.w +mov r1.xyz, c16 +mov r1.w, c23.x +dp4 r0.w, v0, c7 +dp4 r2.z, r1, c14 +dp4 r2.x, r1, c12 +dp4 r2.y, r1, c13 +mad r2.xyz, r2, c20.w, -v0 +dp3 oT1.y, r2, r0 +dp4 r0.z, v0, c6 +dp4 r0.x, v0, c4 +dp4 r0.y, v0, c5 +mul r1.xyz, r0.xyww, c23.y +mul r1.y, r1, c17.x +mad oT2.xy, r1.z, c18.zwzw, r1 +mov oPos, r0 +mov r0.x, c19.w +add r0.y, c23.x, -r0.x +dp4 r0.x, v0, c2 +dp4 r1.z, v0, c10 +dp4 r1.x, v0, c8 +dp4 r1.y, v0, c9 +add r1.xyz, r1, -c19 +dp3 oT1.z, v2, r2 +dp3 oT1.x, r2, v1 +mov oT2.zw, r0 +mul oT4.xyz, r1, c19.w +mad oT0.xy, v3, c22, c22.zwzw +mad oT3.xy, v4, c21, c21.zwzw +mul oT4.w, -r0.x, r0.y +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 11 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB "UnityPerCamera" 1 +BindCB "UnityShadows" 2 +BindCB "UnityPerDraw" 3 +// 35 instructions, 3 temp regs, 0 temp arrays: +// ALU 17 float, 0 int, 0 uint +// TEX 0 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"vs_4_0 +eefiecedofbakmbcpkelgdgdpiikiihljeffjkgfabaaaaaaeaahaaaaadaaaaaa +cmaaaaaapeaaaaaakmabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa 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+diaaaaaihccabaaaaeaaaaaaegacbaaaaaaaaaaapgipcaaaacaaaaaabjaaaaaa +diaaaaaibcaabaaaaaaaaaaabkbabaaaaaaaaaaackiacaaaadaaaaaaafaaaaaa +dcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaaeaaaaaaakbabaaaaaaaaaaa +akaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaaadaaaaaaagaaaaaa +ckbabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaackiacaaa +adaaaaaaahaaaaaadkbabaaaaaaaaaaaakaabaaaaaaaaaaaaaaaaaajccaabaaa +aaaaaaaadkiacaiaebaaaaaaacaaaaaabjaaaaaaabeaaaaaaaaaiadpdiaaaaai +iccabaaaaeaaaaaabkaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaadoaaaaab +" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = (_Color.xyz * color_11.xyz); + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_18.w; + highp float tmpvar_19; + tmpvar_19 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_19; + lowp vec3 tmpvar_20; + tmpvar_20 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz); + lmFull_4 = tmpvar_20; + lowp vec3 tmpvar_21; + tmpvar_21 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz); + lmIndirect_3 = tmpvar_21; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + mediump vec4 c_22; + c_22.xyz = tmpvar_7; + c_22.w = tmpvar_9; + c_2.w = c_22.w; + c_2.xyz = (c_22.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES + + +#ifdef VERTEX + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 _MainTex_ST; +uniform highp vec4 unity_LightmapST; +uniform highp vec4 unity_Scale; +uniform highp mat4 _World2Object; +uniform highp mat4 _Object2World; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_mvp; +uniform highp vec4 unity_ShadowFadeCenterAndType; +uniform highp vec4 _ProjectionParams; +uniform highp vec3 _WorldSpaceCameraPos; +attribute vec4 _glesTANGENT; +attribute vec4 _glesMultiTexCoord1; +attribute vec4 _glesMultiTexCoord0; +attribute vec3 _glesNormal; +attribute vec4 _glesVertex; +void main () +{ + vec4 tmpvar_1; + tmpvar_1.xyz = normalize(_glesTANGENT.xyz); + tmpvar_1.w = _glesTANGENT.w; + vec3 tmpvar_2; + tmpvar_2 = normalize(_glesNormal); + highp vec4 tmpvar_3; + highp vec4 tmpvar_4; + tmpvar_4 = (glstate_matrix_mvp * _glesVertex); + highp vec4 o_5; + highp vec4 tmpvar_6; + tmpvar_6 = (tmpvar_4 * 0.5); + highp vec2 tmpvar_7; + tmpvar_7.x = tmpvar_6.x; + tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); + o_5.xy = (tmpvar_7 + tmpvar_6.w); + o_5.zw = tmpvar_4.zw; + tmpvar_3.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + tmpvar_3.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 tmpvar_8; + highp vec3 tmpvar_9; + tmpvar_8 = tmpvar_1.xyz; + tmpvar_9 = (((tmpvar_2.yzx * tmpvar_1.zxy) - (tmpvar_2.zxy * tmpvar_1.yzx)) * _glesTANGENT.w); + highp mat3 tmpvar_10; + tmpvar_10[0].x = tmpvar_8.x; + tmpvar_10[0].y = tmpvar_9.x; + tmpvar_10[0].z = tmpvar_2.x; + tmpvar_10[1].x = tmpvar_8.y; + tmpvar_10[1].y = tmpvar_9.y; + tmpvar_10[1].z = tmpvar_2.y; + tmpvar_10[2].x = tmpvar_8.z; + tmpvar_10[2].y = tmpvar_9.z; + tmpvar_10[2].z = tmpvar_2.z; + highp vec4 tmpvar_11; + tmpvar_11.w = 1.0; + tmpvar_11.xyz = _WorldSpaceCameraPos; + gl_Position = tmpvar_4; + xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + xlv_TEXCOORD1 = (tmpvar_10 * (((_World2Object * tmpvar_11).xyz * unity_Scale.w) - _glesVertex.xyz)); + xlv_TEXCOORD2 = o_5; + xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + xlv_TEXCOORD4 = tmpvar_3; +} + + + +#endif +#ifdef FRAGMENT + +varying highp vec4 xlv_TEXCOORD4; +varying highp vec2 xlv_TEXCOORD3; +varying highp vec4 xlv_TEXCOORD2; +varying highp vec3 xlv_TEXCOORD1; +varying highp vec2 xlv_TEXCOORD0; +uniform highp vec4 unity_LightmapFade; +uniform sampler2D unity_LightmapInd; +uniform sampler2D unity_Lightmap; +uniform sampler2D _LightBuffer; +uniform highp vec4 _RimColor; +uniform highp float _RimFalloff; +uniform highp float _Opacity; +uniform highp vec4 _Color; +uniform sampler2D _MainTex; +void main () +{ + lowp vec4 tmpvar_1; + mediump vec4 c_2; + mediump vec3 lmIndirect_3; + mediump vec3 lmFull_4; + mediump float lmFade_5; + mediump vec4 light_6; + lowp vec3 tmpvar_7; + lowp vec3 tmpvar_8; + lowp float tmpvar_9; + mediump float rim_10; + highp vec4 color_11; + lowp vec4 tmpvar_12; + tmpvar_12 = texture2D (_MainTex, xlv_TEXCOORD0); + color_11 = tmpvar_12; + highp float tmpvar_13; + tmpvar_13 = (1.0 - clamp (normalize(xlv_TEXCOORD1).z, 0.0, 1.0)); + rim_10 = tmpvar_13; + highp vec3 tmpvar_14; + tmpvar_14 = ((_RimColor.xyz * pow (rim_10, _RimFalloff)) * _RimColor.w); + highp vec3 tmpvar_15; + tmpvar_15 = (_Color.xyz * color_11.xyz); + tmpvar_7 = tmpvar_15; + tmpvar_8 = tmpvar_14; + highp vec3 tmpvar_16; + tmpvar_16 = (tmpvar_8 * _Opacity); + tmpvar_8 = tmpvar_16; + tmpvar_9 = _Opacity; + lowp vec4 tmpvar_17; + tmpvar_17 = texture2DProj (_LightBuffer, xlv_TEXCOORD2); + light_6 = tmpvar_17; + mediump vec4 tmpvar_18; + tmpvar_18 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001)); + light_6.w = tmpvar_18.w; + lowp vec4 tmpvar_19; + tmpvar_19 = texture2D (unity_Lightmap, xlv_TEXCOORD3); + lowp vec4 tmpvar_20; + tmpvar_20 = texture2D (unity_LightmapInd, xlv_TEXCOORD3); + highp float tmpvar_21; + tmpvar_21 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w); + lmFade_5 = tmpvar_21; + lowp vec3 tmpvar_22; + tmpvar_22 = ((8.0 * tmpvar_19.w) * tmpvar_19.xyz); + lmFull_4 = tmpvar_22; + lowp vec3 tmpvar_23; + tmpvar_23 = ((8.0 * tmpvar_20.w) * tmpvar_20.xyz); + lmIndirect_3 = tmpvar_23; + light_6.xyz = (tmpvar_18.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0)))); + mediump vec4 c_24; + c_24.xyz = tmpvar_7; + c_24.w = tmpvar_9; + c_2.w = c_24.w; + c_2.xyz = (c_24.xyz + tmpvar_8); + tmpvar_1 = c_2; + gl_FragData[0] = tmpvar_1; +} + + + +#endif" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Bind "vertex" Vertex +Bind "tangent" TexCoord2 +Bind "normal" Normal +Bind "texcoord" TexCoord0 +Bind "texcoord1" TexCoord1 +Bind "color" Color +ConstBuffer "$Globals" 160 // 128 used size, 11 vars +Vector 96 [unity_LightmapST] 4 +Vector 112 [_MainTex_ST] 4 +ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars +Vector 64 [_WorldSpaceCameraPos] 3 +Vector 80 [_ProjectionParams] 4 +ConstBuffer "UnityShadows" 416 // 416 used size, 8 vars +Vector 400 [unity_ShadowFadeCenterAndType] 4 +ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars +Matrix 0 [glstate_matrix_mvp] 4 +Matrix 64 [glstate_matrix_modelview0] 4 +Matrix 192 [_Object2World] 4 +Matrix 256 [_World2Object] 4 +Vector 320 [unity_Scale] 4 +BindCB "$Globals" 0 +BindCB 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"DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3#version 300 es + + +#ifdef VERTEX + +#define gl_Vertex _glesVertex +in vec4 _glesVertex; +#define gl_Color _glesColor +in vec4 _glesColor; +#define gl_Normal (normalize(_glesNormal)) +in vec3 _glesNormal; +#define gl_MultiTexCoord0 _glesMultiTexCoord0 +in vec4 _glesMultiTexCoord0; +#define gl_MultiTexCoord1 _glesMultiTexCoord1 +in vec4 _glesMultiTexCoord1; +#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w) +in vec4 _glesTANGENT; +mat2 xll_transpose_mf2x2(mat2 m) { + return mat2( m[0][0], m[1][0], m[0][1], m[1][1]); +} +mat3 xll_transpose_mf3x3(mat3 m) { + return mat3( m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} +mat4 xll_transpose_mf4x4(mat4 m) { + return mat4( m[0][0], m[1][0], m[2][0], m[3][0], + m[0][1], m[1][1], m[2][1], m[3][1], + m[0][2], m[1][2], m[2][2], m[3][2], + m[0][3], m[1][3], m[2][3], m[3][3]); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 449 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 453 +uniform lowp vec4 unity_Ambient; +#line 283 +highp vec4 ComputeScreenPos( in highp vec4 pos ) { + #line 285 + highp vec4 o = (pos * 0.5); + o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w); + o.zw = pos.zw; + return o; +} +#line 90 +highp vec3 ObjSpaceViewDir( in highp vec4 v ) { + highp vec3 objSpaceCameraPos = ((_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w); + return (objSpaceCameraPos - v.xyz); +} +#line 435 +v2f_surf vert_surf( in appdata_full v ) { + #line 437 + v2f_surf o; + o.pos = (glstate_matrix_mvp * v.vertex); + o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw); + o.screen = ComputeScreenPos( o.pos); + #line 441 + o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw); + o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w); + o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w)); + highp vec3 binormal = (cross( v.normal, v.tangent.xyz) * v.tangent.w); + #line 445 + highp mat3 rotation = xll_transpose_mf3x3(mat3( v.tangent.xyz, binormal, v.normal)); + o.viewDir = (rotation * ObjSpaceViewDir( v.vertex)); + return o; +} + +out highp vec2 xlv_TEXCOORD0; +out highp vec3 xlv_TEXCOORD1; +out highp vec4 xlv_TEXCOORD2; +out highp vec2 xlv_TEXCOORD3; +out highp vec4 xlv_TEXCOORD4; +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_TEXCOORD0 = vec2(xl_retval.pack0); + xlv_TEXCOORD1 = vec3(xl_retval.viewDir); + xlv_TEXCOORD2 = vec4(xl_retval.screen); + xlv_TEXCOORD3 = vec2(xl_retval.lmap); + xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos); +} + + +#endif +#ifdef FRAGMENT + +#define gl_FragData _glesFragData +layout(location = 0) out mediump vec4 _glesFragData[4]; +float xll_saturate_f( float x) { + return clamp( x, 0.0, 1.0); +} +vec2 xll_saturate_vf2( vec2 x) { + return clamp( x, 0.0, 1.0); +} +vec3 xll_saturate_vf3( vec3 x) { + return clamp( x, 0.0, 1.0); +} +vec4 xll_saturate_vf4( vec4 x) { + return clamp( x, 0.0, 1.0); +} +mat2 xll_saturate_mf2x2(mat2 m) { + return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0)); +} +mat3 xll_saturate_mf3x3(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_mf4x4(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)); +} +#line 150 +struct v2f_vertex_lit { + highp vec2 uv; + lowp vec4 diff; + lowp vec4 spec; +}; +#line 186 +struct v2f_img { + highp vec4 pos; + mediump vec2 uv; +}; +#line 180 +struct appdata_img { + highp vec4 vertex; + mediump vec2 texcoord; +}; +#line 306 +struct SurfaceOutput { + lowp vec3 Albedo; + lowp vec3 Normal; + lowp vec3 Emission; + mediump float Specular; + lowp float Gloss; + lowp float Alpha; +}; +#line 402 +struct Input { + highp vec2 uv_MainTex; + highp vec2 uv_Emissive; + highp vec3 viewDir; +}; +#line 423 +struct v2f_surf { + highp vec4 pos; + highp vec2 pack0; + highp vec3 viewDir; + highp vec4 screen; + highp vec2 lmap; + highp vec4 lmapFadePos; +}; +#line 66 +struct appdata_full { + highp vec4 vertex; + highp vec4 tangent; + highp vec3 normal; + highp vec4 texcoord; + highp vec4 texcoord1; + lowp vec4 color; +}; +uniform highp vec4 _Time; +uniform highp vec4 _SinTime; +#line 3 +uniform highp vec4 _CosTime; +uniform highp vec4 unity_DeltaTime; +uniform highp vec3 _WorldSpaceCameraPos; +uniform highp vec4 _ProjectionParams; +#line 7 +uniform highp vec4 _ScreenParams; +uniform highp vec4 _ZBufferParams; +uniform highp vec4 unity_CameraWorldClipPlanes[6]; +uniform highp vec4 _WorldSpaceLightPos0; +#line 11 +uniform highp vec4 _LightPositionRange; +uniform highp vec4 unity_4LightPosX0; +uniform highp vec4 unity_4LightPosY0; +uniform highp vec4 unity_4LightPosZ0; +#line 15 +uniform highp vec4 unity_4LightAtten0; +uniform highp vec4 unity_LightColor[4]; +uniform highp vec4 unity_LightPosition[4]; +uniform highp vec4 unity_LightAtten[4]; +#line 19 +uniform highp vec4 unity_SHAr; +uniform highp vec4 unity_SHAg; +uniform highp vec4 unity_SHAb; +uniform highp vec4 unity_SHBr; +#line 23 +uniform highp vec4 unity_SHBg; +uniform highp vec4 unity_SHBb; +uniform highp vec4 unity_SHC; +uniform highp vec3 unity_LightColor0; +uniform highp vec3 unity_LightColor1; +uniform highp vec3 unity_LightColor2; +uniform highp vec3 unity_LightColor3; +#line 27 +uniform highp vec4 unity_ShadowSplitSpheres[4]; +uniform highp vec4 unity_ShadowSplitSqRadii; +uniform highp vec4 unity_LightShadowBias; +uniform highp vec4 _LightSplitsNear; +#line 31 +uniform highp vec4 _LightSplitsFar; +uniform highp mat4 unity_World2Shadow[4]; +uniform highp vec4 _LightShadowData; +uniform highp vec4 unity_ShadowFadeCenterAndType; +#line 35 +uniform highp mat4 glstate_matrix_mvp; +uniform highp mat4 glstate_matrix_modelview0; +uniform highp mat4 glstate_matrix_invtrans_modelview0; +uniform highp mat4 _Object2World; +#line 39 +uniform highp mat4 _World2Object; +uniform highp vec4 unity_Scale; +uniform highp mat4 glstate_matrix_transpose_modelview0; +uniform highp mat4 glstate_matrix_texture0; +#line 43 +uniform highp mat4 glstate_matrix_texture1; +uniform highp mat4 glstate_matrix_texture2; +uniform highp mat4 glstate_matrix_texture3; +uniform highp mat4 glstate_matrix_projection; +#line 47 +uniform highp vec4 glstate_lightmodel_ambient; +uniform highp mat4 unity_MatrixV; +uniform highp mat4 unity_MatrixVP; +uniform lowp vec4 unity_ColorSpaceGrey; +#line 76 +#line 81 +#line 86 +#line 90 +#line 95 +#line 119 +#line 136 +#line 157 +#line 165 +#line 192 +#line 205 +#line 214 +#line 219 +#line 228 +#line 233 +#line 242 +#line 259 +#line 264 +#line 290 +#line 298 +#line 302 +#line 316 +uniform lowp vec4 _LightColor0; +uniform lowp vec4 _SpecColor; +#line 329 +#line 337 +#line 351 +uniform sampler2D _MainTex; +uniform highp vec4 _Color; +#line 384 +uniform highp float _Opacity; +uniform highp float _RimFalloff; +uniform highp vec4 _RimColor; +#line 409 +#line 433 +uniform highp vec4 unity_LightmapST; +uniform highp vec4 _MainTex_ST; +#line 449 +uniform sampler2D _LightBuffer; +uniform sampler2D unity_Lightmap; +uniform sampler2D unity_LightmapInd; +uniform highp vec4 unity_LightmapFade; +#line 453 +uniform lowp vec4 unity_Ambient; +#line 176 +lowp vec3 DecodeLightmap( in lowp vec4 color ) { + #line 178 + return (2.0 * color.xyz); +} +#line 395 +mediump vec4 LightingUnlit_PrePass( in SurfaceOutput s, in mediump vec4 light ) { + #line 397 + mediump vec4 c; + c.xyz = s.Albedo; + c.w = s.Alpha; + return c; +} +#line 409 +void surf( in Input IN, inout SurfaceOutput o ) { + highp vec4 color = texture( _MainTex, IN.uv_MainTex); + highp vec3 normal = vec3( 0.0, 0.0, 1.0); + #line 413 + mediump float rim = (1.0 - xll_saturate_f(dot( normalize(IN.viewDir), normal))); + highp vec3 emission = ((_RimColor.xyz * pow( rim, _RimFalloff)) * _RimColor.w); + o.Albedo = (_Color.xyz * color.xyz); + o.Emission = emission; + #line 417 + o.Gloss = 0.0; + o.Specular = 0.0; + o.Normal = normal; + o.Emission *= _Opacity; + #line 421 + o.Alpha = _Opacity; +} +#line 454 +lowp vec4 frag_surf( in v2f_surf IN ) { + Input surfIN; + #line 457 + surfIN.uv_MainTex = IN.pack0.xy; + surfIN.viewDir = IN.viewDir; + SurfaceOutput o; + o.Albedo = vec3( 0.0); + #line 461 + o.Emission = vec3( 0.0); + o.Specular = 0.0; + o.Alpha = 0.0; + o.Gloss = 0.0; + #line 465 + surf( surfIN, o); + mediump vec4 light = textureProj( _LightBuffer, IN.screen); + light = max( light, vec4( 0.001)); + lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy); + #line 469 + lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy); + mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w); + mediump vec3 lmFull = DecodeLightmap( lmtex); + mediump vec3 lmIndirect = DecodeLightmap( lmtex2); + #line 473 + mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade))); + light.xyz += lm; + mediump vec4 c = LightingUnlit_PrePass( o, light); + c.xyz += o.Emission; + #line 477 + return c; +} +in highp vec2 xlv_TEXCOORD0; +in highp vec3 xlv_TEXCOORD1; +in highp vec4 xlv_TEXCOORD2; +in highp vec2 xlv_TEXCOORD3; +in highp vec4 xlv_TEXCOORD4; +void main() { + lowp vec4 xl_retval; + v2f_surf xlt_IN; + xlt_IN.pos = vec4(0.0); + xlt_IN.pack0 = vec2(xlv_TEXCOORD0); + xlt_IN.viewDir = vec3(xlv_TEXCOORD1); + xlt_IN.screen = vec4(xlv_TEXCOORD2); + xlt_IN.lmap = vec2(xlv_TEXCOORD3); + xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4); + xl_retval = frag_surf( xlt_IN); + gl_FragData[0] = vec4(xl_retval); +} + + +#endif" +} + +} +Program "fp" { +// Fragment combos: 4 +// opengl - ALU: 11 to 11, TEX: 1 to 1 +// d3d9 - ALU: 14 to 14, TEX: 1 to 1 +// d3d11 - ALU: 10 to 10, TEX: 1 to 1, FLOW: 1 to 1 +// d3d11_9x - ALU: 10 to 10, TEX: 1 to 1, FLOW: 1 to 1 +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 11 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R1.xyz, R0.w, c[3]; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 11 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 14 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +mul r1.xyz, r2, c0 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedncimlaipkfhjmfjkfkgboeacekmmcliiabaaaaaaoeacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaa +akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaa +aaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +dcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfohplbmbankepbglaojgoadgcjampmjnabaaaaaacaaeaaaaaeaaaaaa +daaaaaaagiabaaaaemadaaaaomadaaaaebgpgodjdaabaaaadaabaaaaaaacpppp +pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia +aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia +aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia +abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia +aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaeaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 11 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R1.xyz, R0.w, c[3]; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 11 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 14 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +mul r1.xyz, r2, c0 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 96 used size, 11 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedopnjcacbmobnengccbbdkcfbdhifhlkhabaaaaaapmacaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcnmabaaaa +eaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaakhccabaaa +aaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +ConstBuffer "$Globals" 160 // 96 used size, 11 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediaebfieafcehcnildjikihefpjmjkkkfabaaaaaadiaeaaaaaeaaaaaa +daaaaaaagiabaaaaemadaaaaaeaeaaaaebgpgodjdaabaaaadaabaaaaaaacpppp +pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia +aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia +aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia +abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia +aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaeaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 11 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R1.xyz, R0.w, c[3]; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 11 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 14 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +mul r1.xyz, r2, c0 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedncimlaipkfhjmfjkfkgboeacekmmcliiabaaaaaaoeacaaaaadaaaaaa +cmaaaaaammaaaaaaaaabaaaaejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +fdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaa +fkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaad +dcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaa +giaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaa +acaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaa +aaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaa +akaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaa +akaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaa +aaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaai +hcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaai +hcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaaj +pcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaa +dcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaa +egacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaa +doaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 128 // 96 used size, 9 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecedfohplbmbankepbglaojgoadgcjampmjnabaaaaaacaaeaaaaaeaaaaaa +daaaaaaagiabaaaaemadaaaaomadaaaaebgpgodjdaabaaaadaabaaaaaaacpppp +pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaadlabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia +aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia +aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia +abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia +aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaeaaaaaadoaaaaabejfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa +ahahaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa +adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaaaaaafdfgfpfaepfdejfeejepeoaa +feeffiedepepfceeaaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaa +aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl +" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +SubProgram "opengl " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"!!ARBfp1.0 +OPTION ARB_precision_hint_fastest; +# 11 ALU, 1 TEX +PARAM c[5] = { program.local[0..3], + { 1 } }; +TEMP R0; +TEMP R1; +TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; +DP3 R0.w, fragment.texcoord[1], fragment.texcoord[1]; +RSQ R0.w, R0.w; +MUL_SAT R0.w, R0, fragment.texcoord[1].z; +ADD R0.w, -R0, c[4].x; +POW R0.w, R0.w, c[2].x; +MUL R1.xyz, R0.w, c[3]; +MUL R0.xyz, R0, c[0]; +MUL R1.xyz, R1, c[3].w; +MAD result.color.xyz, R1, c[1].x, R0; +MOV result.color.w, c[1].x; +END +# 11 instructions, 2 R-regs +" +} + +SubProgram "d3d9 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +Vector 0 [_Color] +Float 1 [_Opacity] +Float 2 [_RimFalloff] +Vector 3 [_RimColor] +SetTexture 0 [_MainTex] 2D +"ps_2_0 +; 14 ALU, 1 TEX +dcl_2d s0 +def c4, 1.00000000, 0, 0, 0 +dcl t0.xy +dcl t1.xyz +texld r2, t0, s0 +dp3 r0.x, t1, t1 +rsq r0.x, r0.x +mul_sat r0.z, r0.x, t1 +add r0.x, -r0.z, c4 +pow_pp r1.w, r0.x, c2.x +mov_pp r0.x, r1.w +mul r0.xyz, r0.x, c3 +mul r0.xyz, r0, c3.w +mul r1.xyz, r2, c0 +mov_pp r0.w, c1.x +mad_pp r0.xyz, r0, c1.x, r1 +mov_pp oC0, r0 +" +} + +SubProgram "d3d11 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 96 used size, 11 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0 +eefiecedopnjcacbmobnengccbbdkcfbdhifhlkhabaaaaaapmacaaaaadaaaaaa +cmaaaaaaoeaaaaaabiabaaaaejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefcnmabaaaa +eaaaaaaahhaaaaaafjaaaaaeegiocaaaaaaaaaaaagaaaaaafkaaaaadaagabaaa +aaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaagcbaaaaddcbabaaaabaaaaaa +gcbaaaadhcbabaaaacaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacacaaaaaa +baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadicaaaahbcaabaaaaaaaaaaaakaabaaa +aaaaaaaackbabaaaacaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaa +aaaaaaaaabeaaaaaaaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +diaaaaaibcaabaaaaaaaaaaaakaabaaaaaaaaaaabkiacaaaaaaaaaaaaeaaaaaa +bjaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaa +agaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaapgipcaaaaaaaaaaaafaaaaaadiaaaaaihcaabaaaaaaaaaaa +egacbaaaaaaaaaaaagiacaaaaaaaaaaaaeaaaaaaefaaaaajpcaabaaaabaaaaaa +egbabaaaabaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadcaaaaakhccabaaa +aaaaaaaaegiccaaaaaaaaaaaadaaaaaaegacbaaaabaaaaaaegacbaaaaaaaaaaa +dgaaaaagiccabaaaaaaaaaaaakiacaaaaaaaaaaaaeaaaaaadoaaaaab" +} + +SubProgram "gles " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "glesdesktop " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES" +} + +SubProgram "d3d11_9x " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +ConstBuffer "$Globals" 160 // 96 used size, 11 vars +Vector 48 [_Color] 4 +Float 64 [_Opacity] +Float 68 [_RimFalloff] +Vector 80 [_RimColor] 4 +BindCB "$Globals" 0 +SetTexture 0 [_MainTex] 2D 0 +// 14 instructions, 2 temp regs, 0 temp arrays: +// ALU 10 float, 0 int, 0 uint +// TEX 1 (0 load, 0 comp, 0 bias, 0 grad) +// FLOW 1 static, 0 dynamic +"ps_4_0_level_9_1 +eefiecediaebfieafcehcnildjikihefpjmjkkkfabaaaaaadiaeaaaaaeaaaaaa +daaaaaaagiabaaaaemadaaaaaeaeaaaaebgpgodjdaabaaaadaabaaaaaaacpppp +pmaaaaaadeaaaaaaabaaciaaaaaadeaaaaaadeaaabaaceaaaaaadeaaaaaaaaaa +aaaaadaaadaaaaaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaiadpaaaaaaaa +aaaaaaaaaaaaaaaabpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaiaabaaahla +bpaaaaacaaaaaajaaaaiapkaecaaaaadaaaaapiaaaaaoelaaaaioekaaiaaaaad +aaaaaiiaabaaoelaabaaoelaahaaaaacaaaaaiiaaaaappiaafaaaaadaaaabiia +aaaappiaabaakklaacaaaaadaaaaciiaaaaappibadaaaakacaaaaaadabaaaiia +aaaappiaabaaffkaafaaaaadabaaahiaabaappiaacaaoekaafaaaaadabaachia +abaaoeiaacaappkaafaaaaadabaachiaabaaoeiaabaaaakaaeaaaaaeaaaachia +aaaaoekaaaaaoeiaabaaoeiaabaaaaacaaaaciiaabaaaakaabaaaaacaaaicpia +aaaaoeiappppaaaafdeieefcnmabaaaaeaaaaaaahhaaaaaafjaaaaaeegiocaaa +aaaaaaaaagaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa +ffffaaaagcbaaaaddcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagfaaaaad +pccabaaaaaaaaaaagiaaaaacacaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa +acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa +dicaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaackbabaaaacaaaaaaaaaaaaai +bcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaf +bcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaaaaaaaaaaakaabaaa +aaaaaaaabkiacaaaaaaaaaaaaeaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa +aaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaaegiccaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaapgipcaaaaaaaaaaa +afaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaaagiacaaaaaaaaaaa +aeaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa +aagabaaaaaaaaaaadcaaaaakhccabaaaaaaaaaaaegiccaaaaaaaaaaaadaaaaaa +egacbaaaabaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaaakiacaaa +aaaaaaaaaeaaaaaadoaaaaabejfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa +aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaabaaaaaaadadaaaakeaaaaaaadaaaaaaaaaaaaaaadaaaaaaabaaaaaa +amaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaakeaaaaaa +acaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaakeaaaaaaaeaaaaaaaaaaaaaa +adaaaaaaaeaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffiedepepfcee +aaklklklepfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaa +adaaaaaaaaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklkl" +} + +SubProgram "gles3 " { +Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" } +"!!GLES3" +} + +} + } + +#LINE 75 + + } + Fallback "Unlit/Texture" +} \ No newline at end of file diff --git a/GameData/KronalUtils/Textures/icon_button.png b/GameData/KronalUtils/Textures/icon_button.png new file mode 100644 index 0000000..b07d335 Binary files /dev/null and b/GameData/KronalUtils/Textures/icon_button.png differ diff --git a/Resources/KronalUtils/Textures/icon_button.png b/Resources/KronalUtils/Textures/icon_button.png new file mode 100644 index 0000000..b07d335 Binary files /dev/null and b/Resources/KronalUtils/Textures/icon_button.png differ diff --git a/Resources/KronalUtils/Textures/icon_button.xcf b/Resources/KronalUtils/Textures/icon_button.xcf new file mode 100644 index 0000000..5bfc8d7 Binary files /dev/null and b/Resources/KronalUtils/Textures/icon_button.xcf differ diff --git a/src/KRSVesselShot.cs b/src/KRSVesselShot.cs index d0886a1..b0e76e5 100644 --- a/src/KRSVesselShot.cs +++ b/src/KRSVesselShot.cs @@ -15,7 +15,9 @@ class KRSVesselShot public ShaderMaterial MaterialBluePrint = new ShaderMaterial(KSP.IO.File.ReadAllText("blueprint")); private List Shaders = new List() { "edn", "cutoff", "diffuse", "bumped", "bumpedspecular", "specular", "unlit", "emissivespecular", "emissivebumpedspecular" }; private Dictionary Materials; - public readonly List Effects; + public readonly IDictionary Effects; + private static readonly string invalidChars = System.Text.RegularExpressions.Regex.Escape(new string(System.IO.Path.GetInvalidFileNameChars()) + " "); + private static readonly string invalidRegStr = string.Format(@"([{0}]*\.+$)|([{0}]+)", invalidChars); private Camera[] cameras; private RenderTexture rt; @@ -51,6 +53,22 @@ internal IShipconstruct Ship return null; } } + } + + internal string ShipName + { + get + { + if (EditorLogic.fetch && EditorLogic.fetch.ship != null) + { + + return System.Text.RegularExpressions.Regex.Replace(EditorLogic.fetch.ship.shipName, invalidRegStr, "_").Trim(); + } + else + { + return "vessel"; + } + } } public KRSVesselShot() @@ -59,11 +77,11 @@ public KRSVesselShot() this.Config = new VesselViewConfig(); this.direction = Vector3.forward; this.Materials = new Dictionary(); - this.Effects = new List() { - MaterialColorAdjust, - MaterialEdgeDetect, - //MaterialBluePrint, - //MaterialFXAA + this.Effects = new Dictionary() { + {"Color Adjust",MaterialColorAdjust}, + {"Edge Detect", MaterialEdgeDetect}, + {"Blue Print", MaterialBluePrint}, + {"FXAA", MaterialFXAA} }; LoadShaders(); UpdateShipBounds(); @@ -222,14 +240,14 @@ public void GenTexture(Vector3 direction, int imageWidth = -1, int imageHeight = //Graphics.Blit(this.rt, this.rt, MaterialEdgeDetect.Material); foreach (var fx in Effects) { - if (fx.Enabled) + if (fx.Value.Enabled) { - Graphics.Blit(this.rt, this.rt, fx.Material); + Graphics.Blit(this.rt, this.rt, fx.Value.Material); } } } - private void SaveTexture(String prefix) + private void SaveTexture(String fileName) { Texture2D screenShot = new Texture2D(this.rt.width, this.rt.height, TextureFormat.RGB24, false); var saveRt = RenderTexture.active; @@ -247,7 +265,7 @@ private void SaveTexture(String prefix) //breakCount = breakCount + 1; //if (breakCount > 10) { break; } ++file_inc; - filename = Path.Combine(System.IO.Directory.GetParent(Application.dataPath).ToString(), "Screenshots" + Path.DirectorySeparatorChar + prefix + "_vessel" + "_" + file_inc.ToString() + ".png"); + filename = Path.Combine(System.IO.Directory.GetParent(Application.dataPath).ToString(), "Screenshots" + Path.DirectorySeparatorChar + fileName + file_inc.ToString() + ".png"); //Debug.Log(string.Format("FILENAME: {0} FILE EXISTS: {1} NUM: {2}", filename, (File.Exists(filename) ? "YES" : "NO"), file_inc.ToString())); }while(File.Exists(filename)); System.IO.File.WriteAllBytes(filename, bytes); @@ -255,38 +273,36 @@ private void SaveTexture(String prefix) Debug.Log(string.Format("Took screenshot to: {0}", filename)); } - public void Execute() { - if (!((EditorLogic.startPod) && (this.Ship != null))) + public void Execute() { + if (!EditorLogic.startPod || this.Ship == null) { return; } - SaveTexture("front"); + SaveTexture("front" + "_" + ShipName + "_"); + } + + public void Explode() + { + if (!EditorLogic.startPod || this.Ship == null) + { + return; + } + this.Config.Execute(this.Ship); + UpdateShipBounds(); + } - public void Update(bool explode = false, int width = -1, int height = -1) + public void Update(int width = -1, int height = -1) { - if (!((EditorLogic.startPod) && (this.Ship != null))) + if (!EditorLogic.startPod || this.Ship == null) { return; } var dir = EditorLogic.startPod.transform.TransformDirection(this.direction); - if (explode) - { - this.Config.Execute(this.Ship); - } - try - { - GenTexture(dir, width, height); - } - finally - { - if (explode) - { - this.Config.Revert(); - } - } + GenTexture(dir, width, height); + } internal Texture Texture() diff --git a/src/KRSVesselShotUI.cs b/src/KRSVesselShotUI.cs index a38c55d..7831001 100644 --- a/src/KRSVesselShotUI.cs +++ b/src/KRSVesselShotUI.cs @@ -9,30 +9,35 @@ namespace KronalUtils [KSPAddon(KSPAddon.Startup.EditorAny, false)] class KRSVesselShotUI : MonoBehaviour { - private KRSVesselShot control; + private KRSVesselShot control = new KRSVesselShot(); private Rect windowSize; private Vector2 windowScrollPos; private int tabCurrent; private string[] tabNames; - private Action[] tabGUI; + private Action[] tabGUI; + private int shaderTabCurrent; + private string[] shaderTabsNames; private Rect orthoViewRect; private GUIStyle guiStyleButtonAlert; + private ApplicationLauncherButton KVVButton; + private bool visible; + private KRSEditorAxis axis; private bool IsOnEditor() { return (HighLogic.LoadedScene == GameScenes.EDITOR || HighLogic.LoadedScene == GameScenes.SPH); } - public void Start() + public void Awake() { - this.control = new KRSVesselShot(); - this.windowSize = new Rect(256f, 50f, 300f, Screen.height - 50f); + this.windowSize = new Rect(256f, 50f, 300f, Screen.height - 50f); + this.shaderTabsNames = this.control.Effects.Keys.ToArray(); this.tabNames = new string[] { "View", "Config" }; this.tabGUI = new Action[] { GUITabView, GUITabConfig }; this.control.Config.onApply += ConfigApplied; this.control.Config.onRevert += ConfigReverted; - - EditorLogic.fetch.editorCamera.gameObject.AddComponent(); + + GameEvents.onGUIApplicationLauncherReady.Add(OnGUIAppLauncherReady); } private void ConfigApplied() @@ -56,34 +61,25 @@ public void Update() { if (this.tabCurrent == 0 && (this.orthoViewRect.width * this.orthoViewRect.height) > 1f) { - this.control.Update(false, (int)this.orthoViewRect.width * 2, (int)this.orthoViewRect.height * 2); + this.control.Update((int)this.orthoViewRect.width * 2, (int)this.orthoViewRect.height * 2); } } public void OnGUI() { - if (!IsOnEditor()) return; - - if (this.guiStyleButtonAlert == null) + if (visible) { - this.guiStyleButtonAlert = new GUIStyle(GUI.skin.button); - this.guiStyleButtonAlert.active.textColor = XKCDColors.BrightRed; - this.guiStyleButtonAlert.hover.textColor = XKCDColors.Red; - this.guiStyleButtonAlert.normal.textColor = XKCDColors.DarkishRed; - this.guiStyleButtonAlert.fontStyle = FontStyle.Bold; - this.guiStyleButtonAlert.fontSize = 8; - this.guiStyleButtonAlert.stretchWidth = false; - this.guiStyleButtonAlert.alignment = TextAnchor.MiddleCenter; + this.windowSize = GUILayout.Window(GetInstanceID(), this.windowSize, GUIWindow, "Kronal Vessel Viewer", HighLogic.Skin.window); } - - this.windowSize = GUILayout.Window(GetInstanceID(), this.windowSize, GUIWindow, "Kronal Vessel Viewer", HighLogic.Skin.window); + EditorLogic.softLock = this.windowSize.Contains(Event.current.mousePosition); } private void GUIWindow(int id) { GUILayout.BeginVertical("box"); - GUIButtons(); + GUIButtons(); + GUITabShader(this.shaderTabsNames[this.shaderTabCurrent]); this.tabGUI[this.tabCurrent](); GUILayout.EndVertical(); GUI.DragWindow(); @@ -91,11 +87,21 @@ private void GUIWindow(int id) private void GUIButtons() { + if (this.guiStyleButtonAlert == null) + { + this.guiStyleButtonAlert = new GUIStyle(GUI.skin.button); + this.guiStyleButtonAlert.active.textColor = XKCDColors.BrightRed; + this.guiStyleButtonAlert.hover.textColor = XKCDColors.Red; + this.guiStyleButtonAlert.normal.textColor = XKCDColors.DarkishRed; + this.guiStyleButtonAlert.fontStyle = FontStyle.Bold; + this.guiStyleButtonAlert.fontSize = 8; + this.guiStyleButtonAlert.stretchWidth = false; + this.guiStyleButtonAlert.alignment = TextAnchor.MiddleCenter; + } GUILayout.BeginHorizontal(); if (GUILayout.Button("Explode")) { - this.control.UpdateShipBounds(); - this.control.Config.Execute(this.control.Ship); + this.control.Explode(); } if (GUILayout.Button("Revert")) @@ -159,67 +165,80 @@ private void GUIButtons() GUILayout.BeginHorizontal(); this.control.Orthographic = GUILayout.Toggle(this.control.Orthographic, "Ortho"); this.control.EffectsAntiAliasing = GUILayout.Toggle(this.control.EffectsAntiAliasing, "AA"); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + this.shaderTabCurrent = GUILayout.Toolbar(this.shaderTabCurrent, this.shaderTabsNames); GUILayout.EndHorizontal(); - for (var i = 0; i < this.control.MaterialBluePrint.PropertyCount; ++i) - { - var prop = this.control.MaterialBluePrint[i]; - prop.Match( - IfFloat: (p) => { - GUILayout.BeginHorizontal(); - GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); - p.Value = GUILayout.HorizontalSlider(p.Value, p.RangeMin, p.RangeMax); - GUILayout.Label(p.Value.ToString("F"), GUILayout.Width(30f)); - if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; - GUILayout.EndHorizontal(); - GUILayout.Space(2f); - }, - IfColor: (p) => { - GUILayout.BeginHorizontal(); - GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); - GUILayout.BeginVertical(); - Color oldVal = p.Value, newVal; - newVal.r = GUILayout.HorizontalSlider(oldVal.r, 0f, 1f); - newVal.g = GUILayout.HorizontalSlider(oldVal.g, 0f, 1f); - newVal.b = GUILayout.HorizontalSlider(oldVal.b, 0f, 1f); - newVal.a = 1f; - if (newVal != oldVal) p.Value = newVal; - GUILayout.EndVertical(); - GUILayout.BeginVertical(); - GUILayout.Label(oldVal.r.ToString("F"), GUILayout.Width(40f)); - GUILayout.Label(oldVal.g.ToString("F"), GUILayout.Width(40f)); - GUILayout.Label(oldVal.b.ToString("F"), GUILayout.Width(40f)); - GUILayout.EndVertical(); - if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; - GUILayout.EndHorizontal(); - GUILayout.Space(2f); - }, - IfVector: (p) => { - GUILayout.BeginHorizontal(); - GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); - GUILayout.BeginVertical(); - Vector4 oldVal = p.Value, newVal; - newVal.x = GUILayout.HorizontalSlider(oldVal.x, 0f, 1f); - newVal.y = GUILayout.HorizontalSlider(oldVal.y, 0f, 1f); - newVal.z = GUILayout.HorizontalSlider(oldVal.z, 0f, 1f); - newVal.w = GUILayout.HorizontalSlider(oldVal.w, 0f, 1f); - if (newVal != oldVal) p.Value = newVal; - GUILayout.EndVertical(); - GUILayout.BeginVertical(); - GUILayout.Label(oldVal.x.ToString("F"), GUILayout.Width(40f)); - GUILayout.Label(oldVal.y.ToString("F"), GUILayout.Width(40f)); - GUILayout.Label(oldVal.z.ToString("F"), GUILayout.Width(40f)); - GUILayout.Label(oldVal.w.ToString("F"), GUILayout.Width(40f)); - GUILayout.EndVertical(); - if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; - GUILayout.EndHorizontal(); - GUILayout.Space(2f); - }); - } - GUILayout.BeginHorizontal(); this.tabCurrent = GUILayout.Toolbar(this.tabCurrent, this.tabNames); GUILayout.EndHorizontal(); + } + + private void GUITabShader(string name) + { + GUILayout.BeginHorizontal(); + this.control.Effects[name].Enabled = GUILayout.Toggle(this.control.Effects[name].Enabled, "Active"); + GUILayout.EndHorizontal(); + for (var i = 0; i < this.control.Effects[name].PropertyCount; ++i) + { + var prop = this.control.Effects[name][i]; + prop.Match( + IfFloat: (p) => + { + GUILayout.BeginHorizontal(); + GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); + p.Value = GUILayout.HorizontalSlider(p.Value, p.RangeMin, p.RangeMax); + GUILayout.Label(p.Value.ToString("F"), GUILayout.Width(30f)); + if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; + GUILayout.EndHorizontal(); + GUILayout.Space(2f); + }, + IfColor: (p) => + { + GUILayout.BeginHorizontal(); + GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); + GUILayout.BeginVertical(); + Color oldVal = p.Value, newVal; + newVal.r = GUILayout.HorizontalSlider(oldVal.r, 0f, 1f); + newVal.g = GUILayout.HorizontalSlider(oldVal.g, 0f, 1f); + newVal.b = GUILayout.HorizontalSlider(oldVal.b, 0f, 1f); + newVal.a = 1f; + if (newVal != oldVal) p.Value = newVal; + GUILayout.EndVertical(); + GUILayout.BeginVertical(); + GUILayout.Label(oldVal.r.ToString("F"), GUILayout.Width(40f)); + GUILayout.Label(oldVal.g.ToString("F"), GUILayout.Width(40f)); + GUILayout.Label(oldVal.b.ToString("F"), GUILayout.Width(40f)); + GUILayout.EndVertical(); + if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; + GUILayout.EndHorizontal(); + GUILayout.Space(2f); + }, + IfVector: (p) => + { + GUILayout.BeginHorizontal(); + GUILayout.Label(p.DisplayName, GUILayout.Width(60f)); + GUILayout.BeginVertical(); + Vector4 oldVal = p.Value, newVal; + newVal.x = GUILayout.HorizontalSlider(oldVal.x, 0f, 1f); + newVal.y = GUILayout.HorizontalSlider(oldVal.y, 0f, 1f); + newVal.z = GUILayout.HorizontalSlider(oldVal.z, 0f, 1f); + newVal.w = GUILayout.HorizontalSlider(oldVal.w, 0f, 1f); + if (newVal != oldVal) p.Value = newVal; + GUILayout.EndVertical(); + GUILayout.BeginVertical(); + GUILayout.Label(oldVal.x.ToString("F"), GUILayout.Width(40f)); + GUILayout.Label(oldVal.y.ToString("F"), GUILayout.Width(40f)); + GUILayout.Label(oldVal.z.ToString("F"), GUILayout.Width(40f)); + GUILayout.Label(oldVal.w.ToString("F"), GUILayout.Width(40f)); + GUILayout.EndVertical(); + if (GUILayout.Button("RESET", this.guiStyleButtonAlert)) p.Value = p.DefaultValue; + GUILayout.EndHorizontal(); + GUILayout.Space(2f); + }); + } } private void GUITabView() @@ -271,5 +290,47 @@ private void GUITabConfig() } GUILayout.EndScrollView(); } + + void OnGUIAppLauncherReady() + { + if (ApplicationLauncher.Ready) + { + KVVButton = ApplicationLauncher.Instance.AddModApplication( + onAppLaunchToggleOn, + onAppLaunchToggleOff, + DummyVoid, + DummyVoid, + DummyVoid, + DummyVoid, + ApplicationLauncher.AppScenes.SPH | ApplicationLauncher.AppScenes.VAB, + (Texture)GameDatabase.Instance.GetTexture("KronalUtils/Textures/icon_button", false)); + + } + } + + void onAppLaunchToggleOn() + { + this.axis = EditorLogic.fetch.editorCamera.gameObject.AddComponent(); + this.control.UpdateShipBounds(); + visible = true; + } + + void onAppLaunchToggleOff() + { + EditorLogic.DestroyObject(this.axis); + visible = false; + } + + void DummyVoid() { } + + void OnDestroy() + { + GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIAppLauncherReady); + if (this.axis != null) + EditorLogic.DestroyObject(this.axis); + + if (KVVButton != null) + ApplicationLauncher.Instance.RemoveModApplication(KVVButton); + } } } diff --git a/src/KronalUtils.csproj b/src/KronalUtils.csproj index a0a25a3..8947f94 100644 --- a/src/KronalUtils.csproj +++ b/src/KronalUtils.csproj @@ -1,92 +1,89 @@ - - - - - Debug - AnyCPU - {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6} - Library - Properties - KronalUtils - KronalUtils - v3.5 - 512 - - - - true - full - false - bin\Debug\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - bin\Release\ - TRACE - prompt - 4 - - - - False - ..\deps\Assembly-CSharp.dll - - - False - ..\deps\Assembly-CSharp-firstpass.dll - - - - - - - - - False - ..\deps\UnityEngine.dll - - - - - - - - - - - - - True - True - Resources.resx - - - - - - - - ResXFileCodeGenerator - Resources.Designer.cs - - - - - - - - - - + + + + + Debug + AnyCPU + {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6} + Library + Properties + KronalUtils + KronalUtils + v3.5 + 512 + + + + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + On + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + False + ..\..\ksp24lib\Assembly-CSharp.dll + + + False + ..\..\ksp24lib\Assembly-CSharp-firstpass.dll + + + + + + + + + False + ..\..\ksp24lib\UnityEngine.dll + + + + + + + + + + True + True + Resources.resx + + + + + + + ResXFileCodeGenerator + Resources.Designer.cs + + + + + + + + + + + --> \ No newline at end of file diff --git a/src/KronalUtils.sln b/src/KronalUtils.sln new file mode 100644 index 0000000..eb74a80 --- /dev/null +++ b/src/KronalUtils.sln @@ -0,0 +1,22 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Express 2013 for Windows Desktop +VisualStudioVersion = 12.0.30723.0 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KronalUtils", "KronalUtils.csproj", "{CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {CFB5CCF5-0252-4D74-B709-CF6CBB2F77D6}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal