struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct SurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    float Gloss;
    float Alpha;
};
struct MySurfaceOutput {
    vec3 Albedo;
    vec3 Normal;
    vec3 Emission;
    float Specular;
    vec3 GlossColor;
    float Alpha;
};
struct Input {
    vec2 uv_MainTex;
    vec2 uv_SpecMap;
};
struct v2f_surf {
    vec4 pos;
    float fog;
    vec4 hip_pack0;
    vec3 normal;
    vec3 lightDir;
    vec3 viewDir;
    vec4 _LightCoord;
};
struct appdata_full {
    vec4 vertex;
    vec4 tangent;
    vec3 normal;
    vec4 texcoord;
    vec4 texcoord1;
    vec4 color;
};
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform sampler2D _SpecMap;
void surf( in Input IN, inout MySurfaceOutput o );
float UnitySpotCookie( in vec4 LightCoord );
float UnitySpotAttenuate( in vec3 LightCoord );
vec4 LightingColoredSpecular( in MySurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout MySurfaceOutput o ) {
    vec4 spec;
    o.Albedo = (texture2D( _MainTex, IN.uv_MainTex).xyz  * 0.300000);
    spec = texture2D( _SpecMap, IN.uv_SpecMap);
    o.GlossColor = spec.xyz ;
    o.Specular = 0.250000;
}
float UnitySpotCookie( in vec4 LightCoord ) {
    return texture2D( _LightTexture0, ((LightCoord.xy  / LightCoord.w ) + 0.500000)).w ;
}
float UnitySpotAttenuate( in vec3 LightCoord ) {
    return texture2D( _LightTextureB0, vec2( vec2( dot( LightCoord, LightCoord)))).w ;
}
vec4 LightingColoredSpecular( in MySurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) {
    vec3 h;
    float diff;
    float nh;
    float spec;
    vec3 specCol;
    vec4 c;
    h = normalize( (lightDir + viewDir) );
    diff = max( 0.000000, dot( s.Normal, lightDir));
    nh = max( 0.000000, dot( s.Normal, h));
    spec = pow( nh, 32.0000);
    specCol = (spec * s.GlossColor);
    c.xyz  = ((((s.Albedo * _LightColor0.xyz ) * diff) + (_LightColor0.xyz  * specCol)) * (atten * 2.00000));
    c.w  = s.Alpha;
    return c;
}
vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    MySurfaceOutput o;
    vec3 lightDir;
    vec4 c;
    surfIN.uv_MainTex = IN.hip_pack0.xy ;
    surfIN.uv_SpecMap = IN.hip_pack0.zw ;
    o.Albedo = vec3( 0.000000);
    o.Emission = vec3( 0.000000);
    o.Specular = 0.000000;
    o.Alpha = 0.000000;
    o.Normal = IN.normal;
    surf( surfIN, o);
    lightDir = IN.lightDir;
    lightDir = normalize( lightDir );
    c = LightingColoredSpecular( o, lightDir, normalize( vec3( IN.viewDir) ), ((float( (IN._LightCoord.z  > 0.000000) ) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz )));
    c.w  = 0.000000;
    return c;
}
varying vec4 xlv_FOG;
void main() {
    vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.fog = float( xlv_FOG);
    xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
    xlt_IN.normal = vec3( gl_TexCoord[1]);
    xlt_IN.lightDir = vec3( gl_TexCoord[2]);
    xlt_IN.viewDir = vec3( gl_TexCoord[3]);
    xlt_IN._LightCoord = vec4( gl_TexCoord[4]);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4( xl_retval);
}
