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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"
}

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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daaaaaaaaeaeaaaaeaakaaaaaialaaaaebgpgodjmmadaaaammadaaaaaaacpopp
faadaaaahmaaaaaaahaaceaaaaaahiaaaaaahiaaaaaaceaaabaahiaaaaaaafaa
acaaabaaaaaaaaaaabaaaeaaabaaadaaaaaaaaaaacaaaaaaabaaaeaaaaaaaaaa
acaabcaaahaaafaaaaaaaaaaadaaaaaaaeaaamaaaaaaaaaaadaaamaaadaabaaa
aaaaaaaaadaabaaaafaabdaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafbiaaapka
aaaaiadpaaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaac
afaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapja
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acaaeekaacaaoekaabaaaaacaaaaapiaaeaaoekaafaaaaadabaaahiaaaaaffia
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bfaaoekaaaaakkiaabaaoeiaaeaaaaaeaaaaahiabgaaoekaaaaappiaaaaaoeia
aiaaaaadacaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaacaaoejaafaaaaad
acaaahiaabaanciaabaamjjaaeaaaaaeabaaahiaabaamjiaabaancjaacaaoeib
afaaaaadabaaahiaabaaoeiaabaappjaaiaaaaadacaaacoaabaaoeiaaaaaoeia
aiaaaaadacaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaadaaoekaafaaaaad
acaaahiaaaaaffiabeaaoekaaeaaaaaeaaaaaliabdaakekaaaaaaaiaacaakeia
aeaaaaaeaaaaahiabfaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeia
bgaaoekaaeaaaaaeaaaaahiaaaaaoeiabhaappkaaaaaoejbaiaaaaadabaaaboa
abaaoejaaaaaoeiaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaadabaaaeoa
acaaoejaaaaaoeiaafaaaaadaaaaahiaacaaoejabhaappkaafaaaaadabaaahia
aaaaffiabbaaoekaaeaaaaaeaaaaaliabaaakekaaaaaaaiaabaakeiaaeaaaaae
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abaaabiaafaaoekaaaaaoeiaajaaaaadabaaaciaagaaoekaaaaaoeiaajaaaaad
abaaaeiaahaaoekaaaaaoeiaafaaaaadacaaapiaaaaacjiaaaaakeiaajaaaaad
adaaabiaaiaaoekaacaaoeiaajaaaaadadaaaciaajaaoekaacaaoeiaajaaaaad
adaaaeiaakaaoekaacaaoeiaacaaaaadabaaahiaabaaoeiaadaaoeiaafaaaaad
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aeaaaaaeadaaahoaalaaoekaaaaaaaiaabaaoeiaafaaaaadaaaaapiaaaaaffja
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hcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaakhcaabaaa
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hcaabaaaabaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaadaaaaaabbaaaaaa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"
}

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 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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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 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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bdaaaaaadcaaaaalhcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaadaaaaaa
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egiccaaaadaaaaaabcaaaaaakgikcaaaacaaaaaaaaaaaaaaegacbaaaacaaaaaa
dcaaaaalhcaabaaaacaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa
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egacbaaaacaaaaaabaaaaaahbccabaaaadaaaaaaegbcbaaaabaaaaaaegacbaaa
acaaaaaabaaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaa
diaaaaaihcaabaaaabaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaa
diaaaaaihcaabaaaacaaaaaafgafbaaaabaaaaaaegiccaaaadaaaaaaanaaaaaa
dcaaaaaklcaabaaaabaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaabaaaaaa
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bbaaaaaibcaabaaaaeaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaadaaaaaa
bbaaaaaiccaabaaaaeaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaadaaaaaa
bbaaaaaiecaabaaaaeaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaadaaaaaa
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dcaaaaakhccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaabaaaaaa
egacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaa
abaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaa
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aaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
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 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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"
}

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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"
}

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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"
}

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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"
}

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
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hcaabaaaacaaaaaaegiccaaaadaaaaaaapaaaaaapgbpbaaaaaaaaaaaegacbaaa
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aaaaaaajpcaabaaaafaaaaaaagaabaiaebaaaaaaacaaaaaaegiocaaaacaaaaaa
acaaaaaaaaaaaaajpcaabaaaacaaaaaakgakbaiaebaaaaaaacaaaaaaegiocaaa
acaaaaaaaeaaaaaadcaaaaajpcaabaaaaeaaaaaaegaobaaaafaaaaaaagaabaaa
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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
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dcaaaaaklcaabaaaabaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaabaaaaaa
egaibaaaacaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaa
kgakbaaaabaaaaaaegadbaaaabaaaaaabbaaaaaibcaabaaaabaaaaaaegiocaaa
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acaaaaaabeaaaaaaegaobaaaaaaaaaaadiaaaaahpcaabaaaacaaaaaajgacbaaa
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bhaaaaaaegaobaaaacaaaaaaaaaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
egacbaaaadaaaaaadiaaaaahicaabaaaaaaaaaaabkaabaaaaaaaaaaabkaabaaa
aaaaaaaadcaaaaakicaabaaaaaaaaaaaakaabaaaaaaaaaaaakaabaaaaaaaaaaa
dkaabaiaebaaaaaaaaaaaaaadcaaaaakhcaabaaaabaaaaaaegiccaaaacaaaaaa
biaaaaaapgapbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaacaaaaaa
fgbfbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaakhcaabaaaacaaaaaa
egiccaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegacbaaaacaaaaaadcaaaaak
hcaabaaaacaaaaaaegiccaaaadaaaaaaaoaaaaaakgbkbaaaaaaaaaaaegacbaaa
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acaaaaaaegiocaaaacaaaaaaadaaaaaadiaaaaahpcaabaaaaeaaaaaafgafbaaa
aaaaaaaaegaobaaaadaaaaaadiaaaaahpcaabaaaadaaaaaaegaobaaaadaaaaaa
egaobaaaadaaaaaaaaaaaaajpcaabaaaafaaaaaaagaabaiaebaaaaaaacaaaaaa
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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 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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"
}

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 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
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ajaaaaaapgapbaaaabaaaaaaegacbaaaabaaaaaaaaaaaaahhccabaaaaeaaaaaa
egacbaaaabaaaaaaegacbaaaacaaaaaadiaaaaaiccaabaaaaaaaaaaabkaabaaa
aaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaakncaabaaaabaaaaaaagahbaaa
aaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaa
afaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaaafaaaaaakgakbaaaabaaaaaa
mgaabaaaabaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
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abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
enebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheolaaaaaaaagaaaaaa
aiaaaaaajiaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaakeaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaakeaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaakeaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
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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
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#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
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#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
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#line 119
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#line 219
#line 228
#line 233
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#line 259
#line 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
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#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
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#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
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#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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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
ceaaaaacacaachiaabaaoeiaabaaaaacabaaabiaaaaakklaabaaaaacabaaacia
aaaapplaagaaaaacaaaaaiiaaeaapplaafaaaaadadaaadiaaaaappiaaeaaoela
ecaaaaadabaacpiaabaaoeiaacaioekaecaaaaadaeaacpiaaaaaoelaabaioeka
ecaaaaadadaacpiaadaaoeiaaaaioekaaeaaaaaeafaacbiaabaappiaaeaaaaka
aeaaffkaaeaaaaaeafaacciaabaaffiaaeaaaakaaeaaffkafkaaaaaeaaaadiia
afaaoeiaafaaoeiaaeaakkkaacaaaaadaaaaciiaaaaappibaeaappkaahaaaaac
aaaaciiaaaaappiaagaaaaacafaaceiaaaaappiaaiaaaaadaaaaciiaafaaoeia
acaaoeiaalaaaaadafaaaiiaaaaappiaaeaakkkaabaaaaacaaaaaiiaacaaaaka
afaaaaadaaaaaiiaaaaappiaafaaaakacaaaaaadabaaabiaafaappiaaaaappia
afaaaaadaaaaaiiaaeaappiaabaaaaiaabaaaaacabaaapiaaaaaoekaafaaaaad
abaaahiaabaaoeiaabaaoekaafaaaaadabaaahiaaaaappiaabaaoeiaaiaaaaad
aeaaciiaafaaoeiaacaaoelaaiaaaaadaaaabbiaaaaaoeiaafaaoeiaacaaaaad
aaaacbiaaaaaaaibaeaappkacaaaaaadacaaabiaaaaaaaiaacaakkkaafaaaaad
aaaaahiaacaaaaiaadaaoekaafaaaaadaaaachiaaaaaoeiaadaappkaalaaaaad
acaacbiaaeaappiaaeaakkkaafaaaaadacaacoiaaeaabliaaaaablkaafaaaaad
adaacoiaaeaabliaadaabllaaeaaaaaeabaaahiaacaabliaacaaaaiaabaaoeia
acaaaaadacaaabiaadaaaaiaadaaaaiaaeaaaaaeabaachiaabaaoeiaacaaaaia
adaabliaaeaaaaaeacaachiaaaaaoeiaacaaffkaabaaoeiaafaaaaadaaaaabia
abaappiaabaappkaafaaaaadaaaaabiaaaaappiaaaaaaaiaaeaaaaaeacaaciia
aaaaaaiaadaaaaiaacaaffkaabaaaaacaaaicpiaacaaoeiappppaaaafdeieefc
jaafaaaaeaaaaaaageabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaad
aagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaa
fibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaaffffaaaa
fibiaaaeaahabaaaacaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaad
hcbabaaaacaaaaaagcbaaaadhcbabaaaadaaaaaagcbaaaadhcbabaaaaeaaaaaa
gcbaaaadlcbabaaaafaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacafaaaaaa
baaaaaahbcaabaaaaaaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf
bcaabaaaaaaaaaaaakaabaaaaaaaaaaadcaaaaajocaabaaaaaaaaaaaagbjbaaa
acaaaaaaagaabaaaaaaaaaaaagbjbaaaadaaaaaadiaaaaahhcaabaaaabaaaaaa
agaabaaaaaaaaaaaegbcbaaaacaaaaaabaaaaaahbcaabaaaaaaaaaaajgahbaaa
aaaaaaaajgahbaaaaaaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaajgahbaaaaaaaaaaaefaaaaaj
pcaabaaaacaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaa
dcaaaaapdcaabaaaacaaaaaahgapbaaaacaaaaaaaceaaaaaaaaaaaeaaaaaaaea
aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah
icaabaaaaaaaaaaaegaabaaaacaaaaaaegaabaaaacaaaaaaddaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa
dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaacaaaaaa
dkaabaaaaaaaaaaabaaaaaahbcaabaaaaaaaaaaaegacbaaaacaaaaaaegacbaaa
aaaaaaaadeaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaaabeaaaaaaaaaaaaa
cpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaiccaabaaaaaaaaaaa
akiacaaaaaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahbcaabaaaaaaaaaaa
akaabaaaaaaaaaaabkaabaaaaaaaaaaabjaaaaafbcaabaaaaaaaaaaaakaabaaa
aaaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaabaaaaaadiaaaaahbcaabaaaaaaaaaaaakaabaaaaaaaaaaadkaabaaa
adaaaaaadiaaaaajpcaabaaaaeaaaaaaegiocaaaaaaaaaaaabaaaaaaegiocaaa
aaaaaaaaacaaaaaadiaaaaahpcaabaaaaaaaaaaaagaabaaaaaaaaaaaegaobaaa
aeaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaacaaaaaaegbcbaaaadaaaaaa
bacaaaahbcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaacaaaaaaaaaaaaai
bcaabaaaabaaaaaaakaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaf
bcaabaaaabaaaaaaakaabaaaabaaaaaadiaaaaaibcaabaaaabaaaaaaakaabaaa
abaaaaaackiacaaaaaaaaaaaahaaaaaabjaaaaafbcaabaaaabaaaaaaakaabaaa
abaaaaaadiaaaaaihcaabaaaabaaaaaaagaabaaaabaaaaaaegiccaaaaaaaaaaa
aiaaaaaadiaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaaaaaaaaa
aiaaaaaadeaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaa
diaaaaaihcaabaaaacaaaaaaegacbaaaadaaaaaaegiccaaaaaaaaaaaabaaaaaa
diaaaaahhcaabaaaadaaaaaaegacbaaaadaaaaaaegbcbaaaaeaaaaaadcaaaaaj
hcaabaaaaaaaaaaaegacbaaaacaaaaaapgapbaaaabaaaaaaegacbaaaaaaaaaaa
aoaaaaahdcaabaaaacaaaaaaegbabaaaafaaaaaapgbpbaaaafaaaaaaefaaaaaj
pcaabaaaacaaaaaaegaabaaaacaaaaaaeghobaaaacaaaaaaaagabaaaaaaaaaaa
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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"
}

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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"
}

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
aahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaaffffaaaafibiaaae
aahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaa
acaaaaaagcbaaaaddcbabaaaadaaaaaagcbaaaadlcbabaaaaeaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacafaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa
adaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaadiaaaaahicaabaaaaaaaaaaa
dkaabaaaaaaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaa
aaaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaadaaaaaa
eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaaaaaaaaadkaabaaa
acaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaacaaaaaaegacbaaaacaaaaaa
pgapbaaaaaaaaaaaefaaaaajpcaabaaaadaaaaaaogbkbaaaabaaaaaaeghobaaa
abaaaaaaaagabaaaacaaaaaadcaaaaapdcaabaaaadaaaaaahgapbaaaadaaaaaa
aceaaaaaaaaaaaeaaaaaaaeaaaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialp
aaaaaaaaaaaaaaaaapaaaaahicaabaaaaaaaaaaaegaabaaaadaaaaaaegaabaaa
adaaaaaaddaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadp
aaaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadp
elaaaaafecaabaaaadaaaaaadkaabaaaaaaaaaaaapcaaaakbcaabaaaaeaaaaaa
aceaaaaaolaffbdpdkmnbddpaaaaaaaaaaaaaaaaigaabaaaadaaaaaabacaaaak
ccaabaaaaeaaaaaaaceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaaegacbaaa
adaaaaaabacaaaakecaabaaaaeaaaaaaaceaaaaaolafnblopdaedflpdkmnbddp
aaaaaaaaegacbaaaadaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaaeaaaaaa
egacbaaaacaaaaaadiaaaaahhcaabaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa
abaaaaaaaoaaaaahdcaabaaaaeaaaaaaegbabaaaaeaaaaaapgbpbaaaaeaaaaaa
efaaaaajpcaabaaaaeaaaaaaegaabaaaaeaaaaaaeghobaaaacaaaaaaaagabaaa
aaaaaaaaaaaaaaahicaabaaaaaaaaaaaakaabaaaaeaaaaaaakaabaaaaeaaaaaa
diaaaaahhcaabaaaaeaaaaaaegacbaaaabaaaaaaagaabaaaaeaaaaaadiaaaaah
hcaabaaaaaaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaddaaaaahhcaabaaa
aaaaaaaaegacbaaaaaaaaaaaegacbaaaabaaaaaadiaaaaaihcaabaaaabaaaaaa
egacbaaaabaaaaaaegiccaaaaaaaaaaaacaaaaaadeaaaaahhcaabaaaaaaaaaaa
egacbaaaaeaaaaaaegacbaaaaaaaaaaaefaaaaajpcaabaaaaeaaaaaaegbabaaa
abaaaaaaeghobaaaaaaaaaaaaagabaaaabaaaaaadiaaaaahhcaabaaaaaaaaaaa
egacbaaaaaaaaaaaegacbaaaaeaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaa
abaaaaaapgapbaaaaeaaaaaadiaaaaakhcaabaaaaeaaaaaafgafbaaaacaaaaaa
aceaaaaaomafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamlcaabaaaacaaaaaa
agaabaaaacaaaaaaaceaaaaaolaffbdpaaaaaaaaaaaaaaaadkmnbddpegaibaaa
aeaaaaaadcaaaaamhcaabaaaacaaaaaakgakbaaaacaaaaaaaceaaaaaolafnblo
pdaedflpdkmnbddpaaaaaaaaegadbaaaacaaaaaabaaaaaahicaabaaaaaaaaaaa
egacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaabaaaaaahicaabaaaabaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaa
eeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaahhcaabaaaaeaaaaaa
pgapbaaaabaaaaaaegbcbaaaacaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaa
acaaaaaapgapbaaaaaaaaaaaegacbaaaaeaaaaaabacaaaahicaabaaaaaaaaaaa
egacbaaaaeaaaaaaegacbaaaadaaaaaaaaaaaaaiicaabaaaaaaaaaaadkaabaia
ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaaaaaaaaaadkaabaaa
aaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaa
ahaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaihcaabaaa
aeaaaaaapgapbaaaaaaaaaaaegiccaaaaaaaaaaaaiaaaaaadiaaaaaihcaabaaa
aeaaaaaaegacbaaaaeaaaaaapgipcaaaaaaaaaaaaiaaaaaabaaaaaahicaabaaa
aaaaaaaaegacbaaaacaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaaaaaaaaa
dkaabaaaaaaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa
acaaaaaabaaaaaahicaabaaaaaaaaaaaegacbaaaadaaaaaaegacbaaaacaaaaaa
deaaaaahicaabaaaaaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaaaaacpaaaaaf
icaabaaaaaaaaaaadkaabaaaaaaaaaaadiaaaaaiicaabaaaabaaaaaaakiacaaa
aaaaaaaaahaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaaaaaaaaaadkaabaaa
aaaaaaaadkaabaaaabaaaaaabjaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaa
dcaaaaajhcaabaaaaaaaaaaaegacbaaaabaaaaaapgapbaaaaaaaaaaaegacbaaa
aaaaaaaadcaaaaakhccabaaaaaaaaaaaegacbaaaaeaaaaaafgifcaaaaaaaaaaa
ahaaaaaaegacbaaaaaaaaaaadgaaaaagiccabaaaaaaaaaaabkiacaaaaaaaaaaa
ahaaaaaadoaaaaab"
}

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 "$Globals" 192 // 144 used size, 11 vars
Vector 32 [_SpecColor] 4
Float 112 [_Shininess]
Float 116 [_Opacity]
Float 120 [_RimFalloff]
Vector 128 [_RimColor] 4
BindCB "$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
acaaabaaaaaaaaaaaaacppppfbaaaaafadaaapkaaaaaaaeaaaaaialpaaaaaaaa
aaaaiadpfbaaaaafaeaaapkaomafnblopdaedfdpdkmnbddpaaaaaaedfbaaaaaf
afaaapkaolafnblopdaedflpdkmnbddpaaaaaaaafbaaaaafagaaapkaaaaaaaeb
dkmnbddpaaaaaaaaolaffbdpbpaaaaacaaaaaaiaaaaaaplabpaaaaacaaaaaaia
abaachlabpaaaaacaaaaaaiaacaaadlabpaaaaacaaaaaaiaadaaaplabpaaaaac
aaaaaajaaaaiapkabpaaaaacaaaaaajaabaiapkabpaaaaacaaaaaajaacaiapka
bpaaaaacaaaaaajaadaiapkabpaaaaacaaaaaajaaeaiapkaabaaaaacaaaaabia
aaaakklaabaaaaacaaaaaciaaaaapplaagaaaaacaaaaaeiaadaapplaafaaaaad
abaaadiaaaaakkiaadaaoelaecaaaaadacaacpiaacaaoelaadaioekaecaaaaad
aaaacpiaaaaaoeiaacaioekaecaaaaadadaacpiaacaaoelaaeaioekaecaaaaad
abaacpiaabaaoeiaaaaioekaecaaaaadaeaacpiaaaaaoelaabaioekaafaaaaad
acaaciiaacaappiaagaaaakaafaaaaadabaacoiaacaabliaacaappiaaeaaaaae
afaacbiaaaaappiaadaaaakaadaaffkaaeaaaaaeafaacciaaaaaffiaadaaaaka
adaaffkafkaaaaaeacaadiiaafaaoeiaafaaoeiaadaakkkaacaaaaadacaaciia
acaappibadaappkaahaaaaacacaaciiaacaappiaagaaaaacafaaceiaacaappia
aiaaaaadaaaadbiaagaablkaafaaoeiaaiaaaaadaaaadciaaeaaoekaafaaoeia
aiaaaaadaaaadeiaafaaoekaafaaoeiaafaaaaadaaaaciiaadaappiaagaaaaka
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afaaaaadaaaachiaabaabliaacaappiaacaaaaadaaaaciiaabaaaaiaabaaaaia
afaaaaadabaachiaabaaaaiaaaaaoeiaafaaaaadacaachiaacaaoeiaaaaappia
akaaaaadagaachiaacaaoeiaaaaaoeiaafaaaaadaaaachiaaaaaoeiaaaaaoeka
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aaaappiaceaaaaacadaaahiaabaaoelaaeaaaaaeacaachiaacaaoeiaaaaappia
adaaoeiaaiaaaaadaaaabiiaadaaoeiaafaaoeiaacaaaaadaaaaciiaaaaappib
adaappkacaaaaaadabaaaiiaaaaappiaabaakkkaafaaaaadadaaahiaabaappia
acaaoekaafaaaaadadaachiaadaaoeiaacaappkaceaaaaacaeaachiaacaaoeia
aiaaaaadaaaaciiaafaaoeiaaeaaoeiaalaaaaadabaaaiiaaaaappiaadaakkka
abaaaaacaaaaaiiaaeaappkaafaaaaadaaaaaiiaaaaappiaabaaaakacaaaaaad
adaaciiaabaappiaaaaappiaaeaaaaaeaaaachiaaaaaoeiaadaappiaabaaoeia
aeaaaaaeaaaachiaadaaoeiaabaaffkaaaaaoeiaabaaaaacaaaaciiaabaaffka
abaaaaacaaaicpiaaaaaoeiappppaaaafdeieefckaahaaaaeaaaaaaaoiabaaaa
fjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaad
aagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaa
fkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaae
aahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaae
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diaaaaahhcaabaaaabaaaaaaegacbaaaaaaaaaaapgapbaaaaaaaaaaaefaaaaaj
pcaabaaaacaaaaaaegbabaaaadaaaaaaeghobaaaaeaaaaaaaagabaaaaeaaaaaa
diaaaaahicaabaaaaaaaaaaadkaabaaaacaaaaaaabeaaaaaaaaaaaebdiaaaaah
hcaabaaaacaaaaaaegacbaaaacaaaaaapgapbaaaaaaaaaaaefaaaaajpcaabaaa
adaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaacaaaaaadcaaaaap
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dkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaadkaabaia
ebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaadaaaaaadkaabaaa
aaaaaaaaapcaaaakbcaabaaaaeaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaa
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pdaedfdpdkmnbddpaaaaaaaaegacbaaaadaaaaaabacaaaakecaabaaaaeaaaaaa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"
}

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
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cmaaaaaapeaaaaaajeabaaaaejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaa
abaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfc
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aiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaa
adaaaaaaacaaaaaaahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaa
ahaiaaaaimaaaaaaadaaaaaaaaaaaaaaadaaaaaaaeaaaaaaahaiaaaafdfgfpfa
epfdejfeejepeoaafeeffiedepepfceeaaklklklfdeieefciiafaaaaeaaaabaa
gcabaaaafjaaaaaeegiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaa
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bfaaaaaafpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaad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"
}

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
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baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaa
apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa
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hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa
aaaaaaaaegacbaaaaaaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaa
jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
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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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"
}

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 _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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"
}

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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"
}

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
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baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
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apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaipcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiocaaaaaaaaaaaaeaaaaaadcaaaaakpcaabaaaabaaaaaa
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pcaabaaaabaaaaaaegiocaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegaobaaa
abaaaaaadcaaaaakpccabaaaaeaaaaaaegiocaaaaaaaaaaaagaaaaaapgapbaaa
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jiaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaahahaaaalaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaa
laaaaaaaabaaaaaaaaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaafaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofe
aaeoepfcenebemaafeeffiedepepfceeaaedepemepfcaaklepfdeheojiaaaaaa
afaaaaaaaiaaaaaaiaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaa
imaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaa
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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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"
}

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 "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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hcaabaaaabaaaaaaegacbaaaabaaaaaapgipcaaaadaaaaaabeaaaaaaegbcbaia
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baaaaaaheccabaaaadaaaaaaegbcbaaaacaaaaaaegacbaaaabaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaadaaaaaaanaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaamaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaadaaaaaaaoaaaaaakgbkbaaa
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apaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadiaaaaaihcaabaaaabaaaaaa
fgafbaaaaaaaaaaaegiccaaaaaaaaaaaaeaaaaaadcaaaaakhcaabaaaabaaaaaa
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hcaabaaaaaaaaaaaegiccaaaaaaaaaaaafaaaaaakgakbaaaaaaaaaaaegacbaaa
abaaaaaadcaaaaakhccabaaaaeaaaaaaegiccaaaaaaaaaaaagaaaaaapgapbaaa
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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"
}

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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acaaaaaaabaaaiaaaaaaaaaaadaaaaaaaeaaajaaaaaaaaaaadaaamaaajaaanaa
aaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjaaeaaaaae
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agaaoekaabaaaaacaaaaapiaaiaaoekaafaaaaadabaaahiaaaaaffiabcaaoeka
aeaaaaaeabaaahiabbaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaahiabdaaoeka
aaaakkiaabaaoeiaaeaaaaaeaaaaahiabeaaoekaaaaappiaaaaaoeiaaiaaaaad
abaaaboaabaaoejaaaaaoeiaabaaaaacabaaahiaabaaoejaafaaaaadacaaahia
abaamjiaacaancjaaeaaaaaeabaaahiaacaamjjaabaanciaacaaoeibafaaaaad
abaaahiaabaaoeiaabaappjaaiaaaaadabaaacoaabaaoeiaaaaaoeiaaiaaaaad
abaaaeoaacaaoejaaaaaoeiaabaaaaacaaaaahiaahaaoekaafaaaaadacaaahia
aaaaffiabcaaoekaaeaaaaaeaaaaaliabbaakekaaaaaaaiaacaakeiaaeaaaaae
aaaaahiabdaaoekaaaaakkiaaaaapeiaacaaaaadaaaaahiaaaaaoeiabeaaoeka
aeaaaaaeaaaaahiaaaaaoeiabfaappkaaaaaoejbaiaaaaadacaaaboaabaaoeja
aaaaoeiaaiaaaaadacaaacoaabaaoeiaaaaaoeiaaiaaaaadacaaaeoaacaaoeja
aaaaoeiaafaaaaadaaaaapiaaaaaffjaaoaaoekaaeaaaaaeaaaaapiaanaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaapaaoekaaaaakkjaaaaaoeiaaeaaaaae
aaaaapiabaaaoekaaaaappjaaaaaoeiaafaaaaadabaaadiaaaaaffiaacaaoeka
aeaaaaaeaaaaadiaabaaoekaaaaaaaiaabaaoeiaaeaaaaaeaaaaadiaadaaoeka
aaaakkiaaaaaoeiaaeaaaaaeadaaadoaaeaaoekaaaaappiaaaaaoeiaafaaaaad
aaaaapiaaaaaffjaakaaoekaaeaaaaaeaaaaapiaajaaoekaaaaaaajaaaaaoeia
aeaaaaaeaaaaapiaalaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaamaaoeka
aaaappjaaaaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
aaaaammaaaaaoeiappppaaaafdeieefcfmafaaaaeaaaabaafhabaaaafjaaaaae
egiocaaaaaaaaaaaalaaaaaafjaaaaaeegiocaaaabaaaaaaafaaaaaafjaaaaae
egiocaaaacaaaaaaabaaaaaafjaaaaaeegiocaaaadaaaaaabfaaaaaafpaaaaad
pcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaadhcbabaaaacaaaaaa
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pccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaadhccabaaaadaaaaaa
gfaaaaaddccabaaaaeaaaaaagiaaaaacacaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaadaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaadaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaadaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaadaaaaaaadaaaaaapgbpbaaa
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egiacaaaaaaaaaaaajaaaaaaogikcaaaaaaaaaaaajaaaaaadcaaaaalmccabaaa
abaaaaaaagbebaaaadaaaaaaagiecaaaaaaaaaaaakaaaaaakgiocaaaaaaaaaaa
akaaaaaadiaaaaahhcaabaaaaaaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaa
dcaaaaakhcaabaaaaaaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaia
ebaaaaaaaaaaaaaadiaaaaahhcaabaaaaaaaaaaaegacbaaaaaaaaaaapgbpbaaa
abaaaaaadiaaaaajhcaabaaaabaaaaaafgifcaaaacaaaaaaaaaaaaaaegiccaaa
adaaaaaabbaaaaaadcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabaaaaaaa
agiacaaaacaaaaaaaaaaaaaaegacbaaaabaaaaaadcaaaaalhcaabaaaabaaaaaa
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dcaaaaalhcaabaaaabaaaaaaegiccaaaadaaaaaabdaaaaaapgipcaaaacaaaaaa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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;
    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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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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"
}

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
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daaaaaaaleacaaaaliagaaaaiaahaaaaebgpgodjhmacaaaahmacaaaaaaacpopp
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abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaabaaamaaadaaagaaaaaaaaaa
abaabeaaabaaajaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaacafaaaaiaaaaaapja
bpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadia
adaaapjaaeaaaaaeaaaaadoaadaaoejaabaaoekaabaaookaabaaaaacaaaaahia
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agaaaakaabaaaaacabaaaciaahaaaakaabaaaaacabaaaeiaaiaaaakaaiaaaaad
acaaaciaaaaaoeiaabaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeiaaiaaaaad
acaaaeiaacaaoejaabaaoeiaafaaaaadabaaahoaacaaoeiaajaappkaabaaaaac
abaaabiaagaaffkaabaaaaacabaaaciaahaaffkaabaaaaacabaaaeiaaiaaffka
aiaaaaadacaaaciaaaaaoeiaabaaoeiaaiaaaaadacaaabiaabaaoejaabaaoeia
aiaaaaadacaaaeiaacaaoejaabaaoeiaafaaaaadacaaahoaacaaoeiaajaappka
abaaaaacabaaabiaagaakkkaabaaaaacabaaaciaahaakkkaabaaaaacabaaaeia
aiaakkkaaiaaaaadaaaaaciaaaaaoeiaabaaoeiaaiaaaaadaaaaabiaabaaoeja
abaaoeiaaiaaaaadaaaaaeiaacaaoejaabaaoeiaafaaaaadadaaahoaaaaaoeia
ajaappkaafaaaaadaaaaapiaaaaaffjaadaaoekaaeaaaaaeaaaaapiaacaaoeka
aaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaeaaoekaaaaakkjaaaaaoeiaaeaaaaae
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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 = 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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"
}

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 "$Globals" 128 // 112 used size, 10 vars
Vector 80 [_MainTex_ST] 4
Vector 96 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
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aaaaaaaaaaaaaadpaaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaa
aaaaaaahdccabaaaadaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadiaaaaai
hcaabaaaaaaaaaaaegbcbaaaacaaaaaapgipcaaaadaaaaaabeaaaaaadiaaaaai
hcaabaaaabaaaaaafgafbaaaaaaaaaaaegiccaaaadaaaaaaanaaaaaadcaaaaak
lcaabaaaaaaaaaaaegiicaaaadaaaaaaamaaaaaaagaabaaaaaaaaaaaegaibaaa
abaaaaaadcaaaaakhcaabaaaaaaaaaaaegiccaaaadaaaaaaaoaaaaaakgakbaaa
aaaaaaaaegadbaaaaaaaaaaadgaaaaaficaabaaaaaaaaaaaabeaaaaaaaaaiadp
bbaaaaaibcaabaaaabaaaaaaegiocaaaacaaaaaabcaaaaaaegaobaaaaaaaaaaa
bbaaaaaiccaabaaaabaaaaaaegiocaaaacaaaaaabdaaaaaaegaobaaaaaaaaaaa
bbaaaaaiecaabaaaabaaaaaaegiocaaaacaaaaaabeaaaaaaegaobaaaaaaaaaaa
diaaaaahpcaabaaaacaaaaaajgacbaaaaaaaaaaaegakbaaaaaaaaaaabbaaaaai
bcaabaaaadaaaaaaegiocaaaacaaaaaabfaaaaaaegaobaaaacaaaaaabbaaaaai
ccaabaaaadaaaaaaegiocaaaacaaaaaabgaaaaaaegaobaaaacaaaaaabbaaaaai
ecaabaaaadaaaaaaegiocaaaacaaaaaabhaaaaaaegaobaaaacaaaaaaaaaaaaah
hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
aaaaaaaabkaabaaaaaaaaaaabkaabaaaaaaaaaaadcaaaaakbcaabaaaaaaaaaaa
akaabaaaaaaaaaaaakaabaaaaaaaaaaabkaabaiaebaaaaaaaaaaaaaadcaaaaak
hccabaaaaeaaaaaaegiccaaaacaaaaaabiaaaaaaagaabaaaaaaaaaaaegacbaaa
abaaaaaadoaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaa
laaaaaaaaaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaa
aaaaaaaaadaaaaaaaeaaaaaaapaaaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
afaaaaaaapaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaa
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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"
}

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
adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaabjaaabaaagaaaaaaaaaa
adaaaaaaaiaaahaaaaaaaaaaadaaamaaajaaapaaaaaaaaaaaaaaaaaaaaacpopp
fbaaaaafbiaaapkaaaaaaadpaaaaiadpaaaaaaaaaaaaaaaabpaaaaacafaaaaia
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aaaaaaaaadaaaaaaafaaaaaaapaaaaaafdfgfpfaepfdejfeejepeoaafeeffied
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 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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"
}

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
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adaaabaaaaaaaaaaabaaaeaaacaaaeaaaaaaaaaaacaaaaaaaeaaagaaaaaaaaaa
acaabaaaafaaakaaaaaaaaaaaaaaaaaaaaacpoppfbaaaaafapaaapkaaaaaaadp
aaaaaaaaaaaaaaaaaaaaaaaabpaaaaacafaaaaiaaaaaapjabpaaaaacafaaabia
abaaapjabpaaaaacafaaaciaacaaapjabpaaaaacafaaadiaadaaapjabpaaaaac
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aeaaaaaeaaaaapiaagaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapiaaiaaoeka
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acaaahiaabaaffiaalaaoekaaeaaaaaeabaaaliaakaakekaabaaaaiaacaakeia
aeaaaaaeabaaahiaamaaoekaabaakkiaabaapeiaacaaaaadabaaahiaabaaoeia
anaaoekaaeaaaaaeabaaahiaabaaoeiaaoaappkaaaaaoejbaiaaaaadabaaaboa
abaaoejaabaaoeiaabaaaaacacaaahiaabaaoejaafaaaaadadaaahiaacaamjia
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acaaoeiaabaappjaaiaaaaadabaaacoaacaaoeiaabaaoeiaaiaaaaadabaaaeoa
acaaoejaabaaoeiaaeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaac
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eaaaabaapjaaaaaafjaaaaaeegiocaaaaaaaaaaaaiaaaaaafjaaaaaeegiocaaa
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dcbabaaaadaaaaaafpaaaaaddcbabaaaaeaaaaaaghaaaaaepccabaaaaaaaaaaa
abaaaaaagfaaaaadpccabaaaabaaaaaagfaaaaadhccabaaaacaaaaaagfaaaaad
pccabaaaadaaaaaagfaaaaaddccabaaaaeaaaaaagiaaaaacadaaaaaadiaaaaai
pcaabaaaaaaaaaaafgbfbaaaaaaaaaaaegiocaaaacaaaaaaabaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaacaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaaacaaaaaakgbkbaaa
aaaaaaaaegaobaaaaaaaaaaadcaaaaakpcaabaaaaaaaaaaaegiocaaaacaaaaaa
adaaaaaapgbpbaaaaaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaaaaaaaaa
egaobaaaaaaaaaaadcaaaaaldccabaaaabaaaaaaegbabaaaadaaaaaaegiacaaa
aaaaaaaaagaaaaaaogikcaaaaaaaaaaaagaaaaaadcaaaaalmccabaaaabaaaaaa
agbebaaaadaaaaaaagiecaaaaaaaaaaaahaaaaaakgiocaaaaaaaaaaaahaaaaaa
diaaaaahhcaabaaaabaaaaaajgbebaaaabaaaaaacgbjbaaaacaaaaaadcaaaaak
hcaabaaaabaaaaaajgbebaaaacaaaaaacgbjbaaaabaaaaaaegacbaiaebaaaaaa
abaaaaaadiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgbpbaaaabaaaaaa
diaaaaajhcaabaaaacaaaaaafgifcaaaabaaaaaaaeaaaaaaegiccaaaacaaaaaa
bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa
acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai
hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal
hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia
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acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa
baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaai
ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaak
ncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadp
aaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaa
adaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaa
egbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
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 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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"
}

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 _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 "$Globals" 128 // 112 used size, 10 vars
Vector 80 [_MainTex_ST] 4
Vector 96 [_BumpMap_ST] 4
ConstBuffer "UnityPerCamera" 128 // 96 used size, 8 vars
Vector 64 [_WorldSpaceCameraPos] 3
Vector 80 [_ProjectionParams] 4
ConstBuffer "UnityLighting" 400 // 400 used size, 16 vars
Vector 288 [unity_SHAr] 4
Vector 304 [unity_SHAg] 4
Vector 320 [unity_SHAb] 4
Vector 336 [unity_SHBr] 4
Vector 352 [unity_SHBg] 4
Vector 368 [unity_SHBb] 4
Vector 384 [unity_SHC] 4
ConstBuffer "UnityPerDraw" 336 // 336 used size, 6 vars
Matrix 0 [glstate_matrix_mvp] 4
Matrix 192 [_Object2World] 4
Matrix 256 [_World2Object] 4
Vector 320 [unity_Scale] 4
BindCB "$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
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hcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaaaadaaaaaadiaaaaahccaabaaa
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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 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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"
}

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
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}

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 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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"
}

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
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bbaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaaacaaaaaabaaaaaaaagiacaaa
abaaaaaaaeaaaaaaegacbaaaacaaaaaadcaaaaalhcaabaaaacaaaaaaegiccaaa
acaaaaaabcaaaaaakgikcaaaabaaaaaaaeaaaaaaegacbaaaacaaaaaaaaaaaaai
hcaabaaaacaaaaaaegacbaaaacaaaaaaegiccaaaacaaaaaabdaaaaaadcaaaaal
hcaabaaaacaaaaaaegacbaaaacaaaaaapgipcaaaacaaaaaabeaaaaaaegbcbaia
ebaaaaaaaaaaaaaabaaaaaahcccabaaaacaaaaaaegacbaaaabaaaaaaegacbaaa
acaaaaaabaaaaaahbccabaaaacaaaaaaegbcbaaaabaaaaaaegacbaaaacaaaaaa
baaaaaaheccabaaaacaaaaaaegbcbaaaacaaaaaaegacbaaaacaaaaaadiaaaaai
ccaabaaaaaaaaaaabkaabaaaaaaaaaaaakiacaaaabaaaaaaafaaaaaadiaaaaak
ncaabaaaabaaaaaaagahbaaaaaaaaaaaaceaaaaaaaaaaadpaaaaaaaaaaaaaadp
aaaaaadpdgaaaaafmccabaaaadaaaaaakgaobaaaaaaaaaaaaaaaaaahdccabaaa
adaaaaaakgakbaaaabaaaaaamgaabaaaabaaaaaadcaaaaaldccabaaaaeaaaaaa
egbabaaaaeaaaaaaegiacaaaaaaaaaaaafaaaaaaogikcaaaaaaaaaaaafaaaaaa
doaaaaabejfdeheomaaaaaaaagaaaaaaaiaaaaaajiaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaaaaaaaaaapapaaaakbaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaa
apapaaaakjaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaahahaaaalaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaadaaaaaaapadaaaalaaaaaaaabaaaaaaaaaaaaaa
adaaaaaaaeaaaaaaapadaaaaljaaaaaaaaaaaaaaaaaaaaaaadaaaaaaafaaaaaa
apaaaaaafaepfdejfeejepeoaafeebeoehefeofeaaeoepfcenebemaafeeffied
epepfceeaaedepemepfcaaklepfdeheojiaaaaaaafaaaaaaaiaaaaaaiaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaaimaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapaaaaaaimaaaaaaabaaaaaaaaaaaaaaadaaaaaaacaaaaaa
ahaiaaaaimaaaaaaacaaaaaaaaaaaaaaadaaaaaaadaaaaaaapaaaaaaimaaaaaa
adaaaaaaaaaaaaaaadaaaaaaaeaaaaaaadamaaaafdfgfpfaepfdejfeejepeoaa
feeffiedepepfceeaaklklkl"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "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 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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"
}

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 "$Globals" 128 // 80 used size, 10 vars
Vector 32 [_SpecColor] 4
Float 52 [_Opacity]
Float 56 [_RimFalloff]
Vector 64 [_RimColor] 4
BindCB "$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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"
}

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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"
}

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
adaaoelaaeaioekaecaaaaadadaacpiaadaaoelaadaioekaecaaaaadabaacpia
abaaoeiaacaioekaecaaaaadaeaacpiaaaaaoelaaaaioekaaeaaaaaeafaacbia
aaaappiaaeaaaakaaeaaffkaaeaaaaaeafaacciaaaaaffiaaeaaaakaaeaaffka
fkaaaaaeafaadiiaafaaoeiaafaaoeiaaeaakkkaacaaaaadafaaciiaafaappib
aeaappkaahaaaaacafaaciiaafaappiaagaaaaacafaaceiaafaappiaceaaaaac
aaaaahiaabaaoelaaiaaaaadaaaabbiaaaaaoeiaafaaoeiaacaaaaadaaaacbia
aaaaaaibaeaappkacaaaaaadafaaabiaaaaaaaiaabaakkkaafaaaaadaaaaahia
afaaaaiaacaaoekaafaaaaadaaaachiaaaaaoeiaacaappkaajaaaaadaaaaaiia
aeaaoelaaeaaoelaahaaaaacaaaaaiiaaaaappiaagaaaaacaaaaaiiaaaaappia
aeaaaaaeaaaadiiaaaaappiaadaakkkaadaappkaafaaaaadacaaciiaacaappia
afaaaakaafaaaaadacaachiaacaaoeiaacaappiaafaaaaadacaaciiaadaappia
afaaaakaaeaaaaaeadaachiaacaappiaadaaoeiaacaaoeibaeaaaaaeacaachia
aaaappiaadaaoeiaacaaoeiaapaaaaacadaacbiaabaaaaiaapaaaaacadaaccia
abaaffiaapaaaaacadaaceiaabaakkiaapaaaaacaaaaciiaabaappiaacaaaaad
abaachiaacaaoeiaadaaoeibafaaaaadacaachiaabaaoeiaaaaaoekaafaaaaad
aaaaciiaaeaappiaaaaappibafaaaaadacaachiaaaaappiaacaaoeiaabaaaaac
abaaaiiaabaaffkaaeaaaaaeadaaciiaaaaappiaaaaappkaabaappiaaeaaaaae
abaachiaaeaaoeiaabaaoeiaacaaoeiaaeaaaaaeadaachiaaaaaoeiaabaaffka
abaaoeiaabaaaaacaaaicpiaadaaoeiappppaaaafdeieefcieafaaaaeaaaaaaa
gbabaaaafjaaaaaeegiocaaaaaaaaaaaajaaaaaafkaaaaadaagabaaaaaaaaaaa
fkaaaaadaagabaaaabaaaaaafkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaa
adaaaaaafkaaaaadaagabaaaaeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
fibiaaaeaahabaaaabaaaaaaffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaa
fibiaaaeaahabaaaadaaaaaaffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaa
gcbaaaadpcbabaaaabaaaaaagcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaa
adaaaaaagcbaaaaddcbabaaaaeaaaaaagcbaaaadpcbabaaaafaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacaeaaaaaabaaaaaahbcaabaaaaaaaaaaaegbcbaaa
acaaaaaaegbcbaaaacaaaaaaeeaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaa
diaaaaahhcaabaaaaaaaaaaaagaabaaaaaaaaaaaegbcbaaaacaaaaaaefaaaaaj
pcaabaaaabaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa
dcaaaaapdcaabaaaabaaaaaahgapbaaaabaaaaaaaceaaaaaaaaaaaeaaaaaaaea
aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah
icaabaaaaaaaaaaaegaabaaaabaaaaaaegaabaaaabaaaaaaddaaaaahicaabaaa
aaaaaaaadkaabaaaaaaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaaaaaaaaa
dkaabaiaebaaaaaaaaaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaabaaaaaa
dkaabaaaaaaaaaaabacaaaahbcaabaaaaaaaaaaaegacbaaaaaaaaaaaegacbaaa
abaaaaaaaaaaaaaibcaabaaaaaaaaaaaakaabaiaebaaaaaaaaaaaaaaabeaaaaa
aaaaiadpcpaaaaafbcaabaaaaaaaaaaaakaabaaaaaaaaaaadiaaaaaibcaabaaa
aaaaaaaaakaabaaaaaaaaaaackiacaaaaaaaaaaaadaaaaaabjaaaaafbcaabaaa
aaaaaaaaakaabaaaaaaaaaaadiaaaaaihcaabaaaaaaaaaaaagaabaaaaaaaaaaa
egiccaaaaaaaaaaaaeaaaaaadiaaaaaihcaabaaaaaaaaaaaegacbaaaaaaaaaaa
pgipcaaaaaaaaaaaaeaaaaaabbaaaaahicaabaaaaaaaaaaaegbobaaaafaaaaaa
egbobaaaafaaaaaaelaaaaaficaabaaaaaaaaaaadkaabaaaaaaaaaaadccaaaal
icaabaaaaaaaaaaadkaabaaaaaaaaaaackiacaaaaaaaaaaaaiaaaaaadkiacaaa
aaaaaaaaaiaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaaeghobaaa
aeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaa
abeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaapgapbaaa
abaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaa
aagabaaaadaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaaacaaaaaaabeaaaaa
aaaaaaebdcaaaaakhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaa
egacbaiaebaaaaaaabaaaaaadcaaaaajhcaabaaaabaaaaaapgapbaaaaaaaaaaa
egacbaaaacaaaaaaegacbaaaabaaaaaaaoaaaaahdcaabaaaacaaaaaaegbabaaa
adaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaacaaaaaaegaabaaaacaaaaaa
eghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaaacaaaaaaegaobaaa
acaaaaaaaaaaaaaihcaabaaaabaaaaaaegacbaaaabaaaaaaegacbaiaebaaaaaa
acaaaaaadiaaaaaihcaabaaaacaaaaaaegacbaaaabaaaaaaegiccaaaaaaaaaaa
acaaaaaaefaaaaajpcaabaaaadaaaaaaegbabaaaabaaaaaaeghobaaaaaaaaaaa
aagabaaaaaaaaaaadiaaaaaiicaabaaaaaaaaaaadkaabaiaebaaaaaaacaaaaaa
dkaabaaaadaaaaaadiaaaaahhcaabaaaacaaaaaapgapbaaaaaaaaaaaegacbaaa
acaaaaaadcaaaaaliccabaaaaaaaaaaadkaabaaaaaaaaaaadkiacaaaaaaaaaaa
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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"
}

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
ecaaaaadaeaacpiaaaaaoelaaaaioekaafaaaaadacaaciiaacaappiaagaaaaka
afaaaaadacaachiaacaaoeiaacaappiaaeaaaaaeafaacbiaaaaappiaadaaaaka
adaaffkaaeaaaaaeafaacciaaaaaffiaadaaaakaadaaffkafkaaaaaeacaadiia
afaaoeiaafaaoeiaadaakkkaacaaaaadacaaciiaacaappibadaappkaahaaaaac
acaaciiaacaappiaagaaaaacafaaceiaacaappiaaiaaaaadaaaadbiaagaablka
afaaoeiaaiaaaaadaaaadciaaeaaoekaafaaoeiaaiaaaaadaaaadeiaafaaoeka
afaaoeiaafaaaaadaaaaciiaadaappiaagaaaakaafaaaaadadaachiaadaaoeia
aaaappiaaiaaaaadacaaciiaaaaaoeiaadaaoeiaafaaaaadaaaachiaacaappia
acaaoeiaafaaaaadacaaahiaadaaffiaaeaaoekaaeaaaaaeacaaahiaadaaaaia
agaablkaacaaoeiaaeaaaaaeacaaahiaadaakkiaafaaoekaacaaoeiaaiaaaaad
acaaaiiaacaaoeiaacaaoeiaahaaaaacacaaaiiaacaappiaceaaaaacadaaahia
abaaoelaaeaaaaaeacaachiaacaaoeiaacaappiaadaaoeiaaiaaaaadacaabiia
adaaoeiaafaaoeiaacaaaaadacaaciiaacaappibadaappkacaaaaaadafaaaiia
acaappiaabaakkkaafaaaaadadaaahiaafaappiaacaaoekaafaaaaadadaachia
adaaoeiaacaappkaceaaaaacagaachiaacaaoeiaaiaaaaadadaaciiaafaaoeia
agaaoeiaalaaaaadacaaabiaadaappiaadaakkkaabaaaaacadaaaiiaaeaappka
afaaaaadadaaaiiaadaappiaabaaaakacaaaaaadaaaaciiaacaaaaiaadaappia
apaaaaacacaacbiaabaaaaiaapaaaaacacaacciaabaaffiaapaaaaacacaaceia
abaakkiaapaaaaacacaaciiaabaappiaacaaaaadaaaacpiaaaaaoeiaacaaoeib
afaaaaadabaachiaaaaaoeiaaaaaoekaafaaaaadaaaaciiaaeaappiaaaaappia
afaaaaadabaachiaaaaappiaabaaoeiaabaaaaacabaaaiiaabaaffkaaeaaaaae
acaaciiaaaaappiaaaaappkaabaappiaaeaaaaaeaaaachiaaeaaoeiaaaaaoeia
abaaoeiaaeaaaaaeacaachiaadaaoeiaabaaffkaaaaaoeiaabaaaaacaaaicpia
acaaoeiappppaaaafdeieefceaahaaaaeaaaaaaanaabaaaafjaaaaaeegiocaaa
aaaaaaaaafaaaaaafkaaaaadaagabaaaaaaaaaaafkaaaaadaagabaaaabaaaaaa
fkaaaaadaagabaaaacaaaaaafkaaaaadaagabaaaadaaaaaafkaaaaadaagabaaa
aeaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaafibiaaaeaahabaaaabaaaaaa
ffffaaaafibiaaaeaahabaaaacaaaaaaffffaaaafibiaaaeaahabaaaadaaaaaa
ffffaaaafibiaaaeaahabaaaaeaaaaaaffffaaaagcbaaaadpcbabaaaabaaaaaa
gcbaaaadhcbabaaaacaaaaaagcbaaaadlcbabaaaadaaaaaagcbaaaaddcbabaaa
aeaaaaaagfaaaaadpccabaaaaaaaaaaagiaaaaacagaaaaaaaoaaaaahdcaabaaa
aaaaaaaaegbabaaaadaaaaaapgbpbaaaadaaaaaaefaaaaajpcaabaaaaaaaaaaa
egaabaaaaaaaaaaaeghobaaaacaaaaaaaagabaaaacaaaaaacpaaaaafpcaabaaa
aaaaaaaadgajbaaaaaaaaaaaefaaaaajpcaabaaaabaaaaaaegbabaaaaeaaaaaa
eghobaaaaeaaaaaaaagabaaaaeaaaaaadiaaaaahicaabaaaabaaaaaadkaabaaa
abaaaaaaabeaaaaaaaaaaaebdiaaaaahhcaabaaaabaaaaaaegacbaaaabaaaaaa
pgapbaaaabaaaaaadiaaaaakhcaabaaaacaaaaaafgafbaaaabaaaaaaaceaaaaa
omafnblopdaedfdpdkmnbddpaaaaaaaadcaaaaamhcaabaaaacaaaaaaagaabaaa
abaaaaaaaceaaaaaolaffbdpaaaaaaaadkmnbddpaaaaaaaaegacbaaaacaaaaaa
dcaaaaamhcaabaaaacaaaaaakgakbaaaabaaaaaaaceaaaaaolafnblopdaedflp
dkmnbddpaaaaaaaaegacbaaaacaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaa
acaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa
baaaaaahicaabaaaacaaaaaaegbcbaaaacaaaaaaegbcbaaaacaaaaaaeeaaaaaf
icaabaaaacaaaaaadkaabaaaacaaaaaadiaaaaahhcaabaaaadaaaaaapgapbaaa
acaaaaaaegbcbaaaacaaaaaadcaaaaajhcaabaaaacaaaaaaegacbaaaacaaaaaa
pgapbaaaabaaaaaaegacbaaaadaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaa
acaaaaaaegacbaaaacaaaaaaeeaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa
diaaaaahhcaabaaaacaaaaaapgapbaaaabaaaaaaegacbaaaacaaaaaaefaaaaaj
pcaabaaaaeaaaaaaogbkbaaaabaaaaaaeghobaaaabaaaaaaaagabaaaabaaaaaa
dcaaaaapdcaabaaaaeaaaaaahgapbaaaaeaaaaaaaceaaaaaaaaaaaeaaaaaaaea
aaaaaaaaaaaaaaaaaceaaaaaaaaaialpaaaaialpaaaaaaaaaaaaaaaaapaaaaah
icaabaaaabaaaaaaegaabaaaaeaaaaaaegaabaaaaeaaaaaaddaaaaahicaabaaa
abaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaiadpaaaaaaaiicaabaaaabaaaaaa
dkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpelaaaaafecaabaaaaeaaaaaa
dkaabaaaabaaaaaabaaaaaahicaabaaaabaaaaaaegacbaaaaeaaaaaaegacbaaa
acaaaaaadeaaaaahicaabaaaabaaaaaadkaabaaaabaaaaaaabeaaaaaaaaaaaaa
cpaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaadiaaaaaibcaabaaaacaaaaaa
akiacaaaaaaaaaaaadaaaaaaabeaaaaaaaaaaaeddiaaaaahicaabaaaabaaaaaa
dkaabaaaabaaaaaaakaabaaaacaaaaaabjaaaaafbcaabaaaacaaaaaadkaabaaa
abaaaaaaapcaaaakbcaabaaaafaaaaaaaceaaaaaolaffbdpdkmnbddpaaaaaaaa
aaaaaaaaigaabaaaaeaaaaaabacaaaakccaabaaaafaaaaaaaceaaaaaomafnblo
pdaedfdpdkmnbddpaaaaaaaaegacbaaaaeaaaaaabacaaaakecaabaaaafaaaaaa
aceaaaaaolafnblopdaedflpdkmnbddpaaaaaaaaegacbaaaaeaaaaaabacaaaah
icaabaaaabaaaaaaegacbaaaadaaaaaaegacbaaaaeaaaaaaaaaaaaaiicaabaaa
abaaaaaadkaabaiaebaaaaaaabaaaaaaabeaaaaaaaaaiadpcpaaaaaficaabaaa
abaaaaaadkaabaaaabaaaaaadiaaaaaiicaabaaaabaaaaaadkaabaaaabaaaaaa
ckiacaaaaaaaaaaaadaaaaaabjaaaaaficaabaaaabaaaaaadkaabaaaabaaaaaa
diaaaaaihcaabaaaadaaaaaapgapbaaaabaaaaaaegiccaaaaaaaaaaaaeaaaaaa
diaaaaaihcaabaaaadaaaaaaegacbaaaadaaaaaapgipcaaaaaaaaaaaaeaaaaaa
baaaaaahbcaabaaaabaaaaaaegacbaaaafaaaaaaegacbaaaabaaaaaaefaaaaaj
pcaabaaaaeaaaaaaegbabaaaaeaaaaaaeghobaaaadaaaaaaaagabaaaadaaaaaa
diaaaaahccaabaaaabaaaaaadkaabaaaaeaaaaaaabeaaaaaaaaaaaebdiaaaaah
ocaabaaaabaaaaaaagajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaahocaabaaa
acaaaaaaagaabaaaabaaaaaafgaobaaaabaaaaaaaaaaaaaipcaabaaaaaaaaaaa
egaobaiaebaaaaaaaaaaaaaaegaobaaaacaaaaaadiaaaaaihcaabaaaabaaaaaa
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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"
}

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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"
}

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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"
}

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
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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
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abaaaaaaagajbaaaaeaaaaaafgafbaaaabaaaaaadiaaaaahocaabaaaacaaaaaa
agaabaaaabaaaaaafgaobaaaabaaaaaaaaaaaaahpcaabaaaaaaaaaaadgajbaaa
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egiccaaaaaaaaaaaacaaaaaaefaaaaajpcaabaaaacaaaaaaegbabaaaabaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahpcaabaaaaaaaaaaaegaobaaa
aaaaaaaadgajbaaaacaaaaaadcaaaaajocaabaaaaaaaaaaaagajbaaaabaaaaaa
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"
}